player death, player hurt, ui
This commit is contained in:
parent
8bb10b79a8
commit
4389b9804c
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After Width: | Height: | Size: 1.5 KiB |
@ -0,0 +1,34 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://brk4npndc5woq"
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path="res://.godot/imported/Player Death 64x64.png-0c6ff54e7d9aad74b66dce47376541f8.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/graphics/player/death/Player Death 64x64.png"
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dest_files=["res://.godot/imported/Player Death 64x64.png-0c6ff54e7d9aad74b66dce47376541f8.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
januaryproject/assets/graphics/player/hurt/Player Hurt 48x48.png
Normal file
BIN
januaryproject/assets/graphics/player/hurt/Player Hurt 48x48.png
Normal file
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After Width: | Height: | Size: 1.4 KiB |
@ -0,0 +1,34 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://yqw4w6dfvdkw"
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path="res://.godot/imported/Player Hurt 48x48.png-a720e51cb19103e76b22ab6c1b81302d.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/graphics/player/hurt/Player Hurt 48x48.png"
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dest_files=["res://.godot/imported/Player Hurt 48x48.png-a720e51cb19103e76b22ab6c1b81302d.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -20,4 +20,5 @@ rotation = 3.14089
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scale = Vector2(0.0794906, 0.0794906)
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texture = ExtResource("2_0y61d")
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[connection signal="area_entered" from="." to="." method="_on_area_entered"]
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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|
@ -1,6 +1,7 @@
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[gd_scene load_steps=16 format=4 uid="uid://r8jj43l4t6is"]
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[gd_scene load_steps=17 format=4 uid="uid://r8jj43l4t6is"]
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||||
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[ext_resource type="PackedScene" uid="uid://di3tq4f0xmdqc" path="res://scenes/crate.tscn" id="1_tfj4n"]
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||||
[ext_resource type="PackedScene" uid="uid://bissd2c653cg5" path="res://scenes/ui.tscn" id="2_5absq"]
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="3_hm0br"]
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[ext_resource type="Texture2D" uid="uid://ka2skiy8uj8c" path="res://assets/graphics/terrains/backgrounds/forestbackground (1).png" id="3_jlqfv"]
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[ext_resource type="PackedScene" uid="uid://dcbk086hhrn7y" path="res://scenes/player.tscn" id="3_oy8j2"]
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@ -388,6 +389,10 @@ radius = 29.0
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unique_name_in_owner = true
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script = ExtResource("6_1kka5")
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="ui" parent="CanvasLayer" instance=ExtResource("2_5absq")]
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[node name="Background" type="Parallax2D" parent="."]
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scroll_scale = Vector2(0.5, 1)
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repeat_size = Vector2(320, 0)
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@ -446,15 +451,15 @@ position = Vector2(196, 115)
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rotation = 2.0228
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[node name="RigidBody2D2" parent="crates" instance=ExtResource("1_tfj4n")]
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position = Vector2(317, 133)
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position = Vector2(353, 143)
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[node name="RigidBody2D3" parent="crates" instance=ExtResource("1_tfj4n")]
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position = Vector2(389, 49)
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position = Vector2(406, 140)
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[node name="coins" type="Node2D" parent="."]
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[node name="Area2D" parent="coins" instance=ExtResource("10_tkwbv")]
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position = Vector2(288, 149)
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position = Vector2(307, 150)
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[node name="enemies" type="Node2D" parent="."]
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@ -1,7 +1,8 @@
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[gd_scene load_steps=15 format=4 uid="uid://ctbk75ohtgn52"]
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[gd_scene load_steps=17 format=4 uid="uid://ctbk75ohtgn52"]
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||||
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||||
[ext_resource type="Script" path="res://scripts/scene_manager.gd" id="1_nno8q"]
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[ext_resource type="Texture2D" uid="uid://ka2skiy8uj8c" path="res://assets/graphics/terrains/backgrounds/forestbackground (1).png" id="2_2sxt8"]
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[ext_resource type="PackedScene" uid="uid://bissd2c653cg5" path="res://scenes/ui.tscn" id="2_6u8nu"]
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[ext_resource type="Texture2D" uid="uid://5uu4qwac4co" path="res://assets/graphics/terrains/backgrounds/skystrip.png" id="3_q3nnd"]
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[ext_resource type="Texture2D" uid="uid://dvw2k2s2t1s7i" path="res://assets/graphics/terrains/backgrounds/midtrees.png" id="4_pn8y7"]
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[ext_resource type="Texture2D" uid="uid://de4acrj4jm3cw" path="res://assets/graphics/objects/planedown.png" id="5_x7x8v"]
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@ -10,6 +11,7 @@
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[ext_resource type="Script" path="res://scripts/trigger.gd" id="8_1l7lm"]
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[ext_resource type="PackedScene" uid="uid://di3tq4f0xmdqc" path="res://scenes/crate.tscn" id="9_akhlr"]
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[ext_resource type="PackedScene" uid="uid://djcmk4sjeejcg" path="res://scenes/coin.tscn" id="10_puv42"]
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[ext_resource type="PackedScene" uid="uid://dc3up6wvi521j" path="res://scenes/badguy.tscn" id="12_jdqy2"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_pgbim"]
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texture = ExtResource("6_exrs3")
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@ -387,6 +389,10 @@ radius = 29.0
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unique_name_in_owner = true
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script = ExtResource("1_nno8q")
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="ui" parent="CanvasLayer" instance=ExtResource("2_6u8nu")]
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[node name="Background" type="Parallax2D" parent="."]
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scroll_scale = Vector2(0.5, 1)
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||||
repeat_size = Vector2(320, 0)
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@ -427,7 +433,7 @@ position = Vector2(4, 42)
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shape = SubResource("WorldBoundaryShape2D_acecj")
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[node name="CharacterBody2D" parent="." instance=ExtResource("7_6hxr3")]
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position = Vector2(253, 89)
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position = Vector2(119, 53)
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[node name="Area2D" type="Area2D" parent="."]
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position = Vector2(612, -100)
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@ -455,5 +461,19 @@ position = Vector2(406, 145)
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[node name="Area2D" parent="coins" instance=ExtResource("10_puv42")]
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position = Vector2(288, 149)
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[node name="Area2D2" parent="coins" instance=ExtResource("10_puv42")]
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position = Vector2(570, -9)
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[node name="Area2D3" parent="coins" instance=ExtResource("10_puv42")]
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position = Vector2(373, 57)
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[node name="enemies" type="Node2D" parent="."]
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[node name="Area2D" parent="enemies" instance=ExtResource("12_jdqy2")]
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position = Vector2(199, 86)
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[node name="Area2D2" parent="enemies" instance=ExtResource("12_jdqy2")]
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position = Vector2(415, 53)
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[connection signal="areaTrigger" from="Area2D" to="." method="_on_trigger"]
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[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
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@ -1,12 +1,70 @@
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[gd_scene load_steps=28 format=3 uid="uid://dcbk086hhrn7y"]
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[gd_scene load_steps=44 format=3 uid="uid://dcbk086hhrn7y"]
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||||
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||||
[ext_resource type="Script" path="res://scripts/charactercontroller.gd" id="1_6alft"]
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||||
[ext_resource type="Texture2D" uid="uid://brk4npndc5woq" path="res://assets/graphics/player/death/Player Death 64x64.png" id="2_hk34k"]
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||||
[ext_resource type="Texture2D" uid="uid://c8esv4rqrll0u" path="res://assets/graphics/player/idle/Player Idle 48x48.png" id="2_itql4"]
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||||
[ext_resource type="Texture2D" uid="uid://yqw4w6dfvdkw" path="res://assets/graphics/player/hurt/Player Hurt 48x48.png" id="3_3i7wk"]
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||||
[ext_resource type="Texture2D" uid="uid://cpksf8fvm4k26" path="res://assets/graphics/player/jump/player jump 48x48.png" id="3_fjlo4"]
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||||
[ext_resource type="Texture2D" uid="uid://lum1fe47ggoy" path="res://assets/graphics/player/run/player run 48x48.png" id="3_fp3hq"]
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||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_qrixx"]
|
||||
|
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[sub_resource type="AtlasTexture" id="AtlasTexture_nobr7"]
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atlas = ExtResource("2_hk34k")
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region = Rect2(0, 0, 48, 48)
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||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_uycsx"]
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atlas = ExtResource("2_hk34k")
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region = Rect2(48, 0, 48, 48)
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||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ytgcw"]
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||||
atlas = ExtResource("2_hk34k")
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||||
region = Rect2(96, 0, 48, 48)
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||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_60hx1"]
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||||
atlas = ExtResource("2_hk34k")
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||||
region = Rect2(144, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_podt1"]
|
||||
atlas = ExtResource("2_hk34k")
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||||
region = Rect2(192, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_vlehs"]
|
||||
atlas = ExtResource("2_hk34k")
|
||||
region = Rect2(240, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_brhlx"]
|
||||
atlas = ExtResource("2_hk34k")
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||||
region = Rect2(288, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_3ui1j"]
|
||||
atlas = ExtResource("2_hk34k")
|
||||
region = Rect2(336, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_kvxru"]
|
||||
atlas = ExtResource("2_hk34k")
|
||||
region = Rect2(384, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_uqe8x"]
|
||||
atlas = ExtResource("2_hk34k")
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||||
region = Rect2(432, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_fva2s"]
|
||||
atlas = ExtResource("3_3i7wk")
|
||||
region = Rect2(0, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_crb4x"]
|
||||
atlas = ExtResource("3_3i7wk")
|
||||
region = Rect2(48, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_3g2wg"]
|
||||
atlas = ExtResource("3_3i7wk")
|
||||
region = Rect2(96, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_cacvb"]
|
||||
atlas = ExtResource("3_3i7wk")
|
||||
region = Rect2(144, 0, 48, 48)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_xei83"]
|
||||
atlas = ExtResource("2_itql4")
|
||||
region = Rect2(0, 0, 48, 48)
|
||||
@ -95,6 +153,58 @@ region = Rect2(336, 0, 48, 48)
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_nobr7")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_uycsx")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ytgcw")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_60hx1")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_podt1")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_vlehs")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_brhlx")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_3ui1j")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_kvxru")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_uqe8x")
|
||||
}],
|
||||
"loop": false,
|
||||
"name": &"death",
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||||
"speed": 5.0
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||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
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||||
"texture": SubResource("AtlasTexture_fva2s")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_crb4x")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_3g2wg")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_cacvb")
|
||||
}],
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||||
"loop": false,
|
||||
"name": &"hurt",
|
||||
"speed": 12.0
|
||||
}, {
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_xei83")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
@ -199,5 +309,7 @@ offset = Vector2(0, -50)
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||||
texture_filter = 1
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||||
position = Vector2(0, -7)
|
||||
sprite_frames = SubResource("SpriteFrames_yi1g3")
|
||||
animation = &"run"
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||||
animation = &"death"
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||||
autoplay = "jump"
|
||||
|
||||
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
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||||
|
48
januaryproject/scenes/ui.tscn
Normal file
48
januaryproject/scenes/ui.tscn
Normal file
@ -0,0 +1,48 @@
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||||
[gd_scene load_steps=2 format=3 uid="uid://bissd2c653cg5"]
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|
||||
[ext_resource type="Script" path="res://scripts/ui.gd" id="1_1f4nb"]
|
||||
|
||||
[node name="Control" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
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||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
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||||
grow_horizontal = 2
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||||
grow_vertical = 2
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||||
script = ExtResource("1_1f4nb")
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||||
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||||
[node name="VBoxContainer" type="VBoxContainer" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 10
|
||||
anchor_right = 1.0
|
||||
offset_bottom = 23.0
|
||||
grow_horizontal = 2
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="health" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer"]
|
||||
layout_mode = 2
|
||||
text = "HEALTH"
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||||
|
||||
[node name="MarginContainer3" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
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||||
layout_mode = 2
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||||
size_flags_horizontal = 3
|
||||
|
||||
[node name="timer" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer3"]
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||||
layout_mode = 2
|
||||
text = "10"
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||||
horizontal_alignment = 1
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||||
[node name="MarginContainer2" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
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||||
layout_mode = 2
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size_flags_horizontal = 3
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[node name="coins" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer2"]
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||||
layout_mode = 2
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||||
text = "COINS"
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horizontal_alignment = 2
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@ -3,6 +3,7 @@ class_name Bullet extends Area2D
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|
||||
var speed = 700
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signal hit
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signal badguyHit(area)
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# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
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||||
@ -28,3 +29,10 @@ func _on_body_entered(body: Node2D) -> void:
|
||||
print("Bullet hit sumtin")
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if not body.is_in_group("player"):
|
||||
hit.emit(self, body)
|
||||
|
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|
||||
func _on_area_entered(area: Area2D) -> void:
|
||||
print("Bullet hitting area")
|
||||
if area.is_in_group("enemies"):
|
||||
badguyHit.emit(area)
|
||||
|
||||
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@ -21,77 +21,104 @@ var pushLeftEnabled = false
|
||||
|
||||
var isJumping = false
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
|
||||
velocity += get_gravity() * delta
|
||||
else:
|
||||
isJumping = false
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
animation.play("jump")
|
||||
isJumping = true
|
||||
|
||||
# Shove Attack
|
||||
if Input.is_action_just_pressed("shove"):
|
||||
if pushRightEnabled && faceLeft == false:
|
||||
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2 )
|
||||
if pushLeftEnabled && faceLeft == true:
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2 )
|
||||
# Handle Shooting
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
|
||||
if faceLeft == true:
|
||||
var myBullet = %SceneManager.makeBullet(left_target.global_transform, -700)
|
||||
#myBullet.transform = left_target.global_transform
|
||||
#myBullet.setSpeed(-700)
|
||||
if faceLeft == false:
|
||||
var myBullet = %SceneManager.makeBullet(right_target.global_transform, 700)
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var direction := Input.get_axis("left", "right")
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction <0:
|
||||
if not isJumping:
|
||||
animation.play("run")
|
||||
faceLeft = true
|
||||
animation.flip_h = true
|
||||
if direction >0:
|
||||
if not isJumping:
|
||||
animation.play("run")
|
||||
faceLeft = false
|
||||
animation.flip_h = false
|
||||
|
||||
else:
|
||||
if not isJumping:
|
||||
animation.play("idle")
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
var living = true
|
||||
var animPlaying = "idle"
|
||||
|
||||
move_and_slide()
|
||||
if right_ray.is_colliding():
|
||||
if not faceLeft:
|
||||
var collider = right_ray.get_collider()
|
||||
if collider is RigidBody2D:
|
||||
pushTarget = collider
|
||||
pushRightEnabled = true
|
||||
else:
|
||||
pushRightEnabled = false
|
||||
signal deathAnimationComplete
|
||||
|
||||
func hurtPlayer(_amt):
|
||||
if _amt < 100:
|
||||
animPlaying = "hurt"
|
||||
animation.play(animPlaying)
|
||||
|
||||
if left_ray.is_colliding():
|
||||
if faceLeft:
|
||||
var collider = left_ray.get_collider()
|
||||
if collider is RigidBody2D:
|
||||
pushTarget = collider
|
||||
pushLeftEnabled = true
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
|
||||
func killPlayer():
|
||||
print("PC will kill player")
|
||||
if living:
|
||||
living = false
|
||||
animPlaying = "death"
|
||||
animation.play(animPlaying)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if living and not animPlaying == "hurt":
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
|
||||
velocity += get_gravity() * delta
|
||||
else:
|
||||
isJumping = false
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("jump") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
animation.play("jump")
|
||||
isJumping = true
|
||||
|
||||
# Shove Attack
|
||||
if Input.is_action_just_pressed("shove"):
|
||||
if pushRightEnabled && faceLeft == false:
|
||||
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2 )
|
||||
if pushLeftEnabled && faceLeft == true:
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2 )
|
||||
# Handle Shooting
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
|
||||
if faceLeft == true:
|
||||
var myBullet = %SceneManager.makeBullet(left_target.global_transform, -700)
|
||||
#myBullet.transform = left_target.global_transform
|
||||
#myBullet.setSpeed(-700)
|
||||
if faceLeft == false:
|
||||
var myBullet = %SceneManager.makeBullet(right_target.global_transform, 700)
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var direction := Input.get_axis("left", "right")
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction <0:
|
||||
if not isJumping:
|
||||
animation.play("run")
|
||||
faceLeft = true
|
||||
animation.flip_h = true
|
||||
if direction >0:
|
||||
if not isJumping:
|
||||
animation.play("run")
|
||||
faceLeft = false
|
||||
animation.flip_h = false
|
||||
|
||||
else:
|
||||
if not isJumping:
|
||||
animation.play("idle")
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
move_and_slide()
|
||||
if right_ray.is_colliding():
|
||||
if not faceLeft:
|
||||
var collider = right_ray.get_collider()
|
||||
if collider is RigidBody2D:
|
||||
pushTarget = collider
|
||||
pushRightEnabled = true
|
||||
else:
|
||||
pushRightEnabled = false
|
||||
|
||||
if left_ray.is_colliding():
|
||||
if faceLeft:
|
||||
var collider = left_ray.get_collider()
|
||||
if collider is RigidBody2D:
|
||||
pushTarget = collider
|
||||
pushLeftEnabled = true
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
if animPlaying == "hurt":
|
||||
animPlaying = "idle"
|
||||
if animPlaying=="death":
|
||||
# emit death signal
|
||||
deathAnimationComplete.emit()
|
||||
|
||||
|
@ -13,12 +13,18 @@ var player:Resource
|
||||
|
||||
#level information
|
||||
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn"]
|
||||
var timers = [10, 15]
|
||||
var timers = [20, 25]
|
||||
var currentLevel = 0
|
||||
|
||||
#Signals from GC
|
||||
signal destroyBox(body)
|
||||
signal destroyBadguy(area)
|
||||
signal levelComplete(levelToLoad)
|
||||
signal playerHurt(amt)
|
||||
signal playerDeath
|
||||
|
||||
signal tick(timeRemaining)
|
||||
signal coinsUpdate(coinsCollected, coinsAvailable)
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
@ -34,21 +40,38 @@ func _ready() -> void:
|
||||
timer.start()
|
||||
|
||||
func reset():
|
||||
totalCoinsCollected = 0
|
||||
player.health = player.starting_health
|
||||
countdown = timers[currentLevel]
|
||||
tick.emit.call_deferred(countdown)
|
||||
coinsUpdate.emit.call_deferred(totalCoinsCollected, totalCoins)
|
||||
playerHurt.emit.call_deferred(player.health)
|
||||
|
||||
func secondCounter():
|
||||
|
||||
countdown -=1
|
||||
tick.emit(countdown)
|
||||
if countdown <=0:
|
||||
print("YOU LOSE")
|
||||
levelComplete.emit(levels[currentLevel])
|
||||
func coinCollected():
|
||||
totalCoinsCollected += 1
|
||||
coinsUpdate.emit(totalCoinsCollected, totalCoins)
|
||||
print("GC knows coin collected")
|
||||
func playerDamaged():
|
||||
print("GC knows player taking damage")
|
||||
player.health -= 20
|
||||
print("Health remaining: "+str(player.health))
|
||||
if player.health > 0:
|
||||
playerHurt.emit(player.health)
|
||||
else:
|
||||
playerDeath.emit()
|
||||
|
||||
func bulletHitBadguy(area):
|
||||
#decide what to do
|
||||
#how many bad guys remaining
|
||||
#send a signal
|
||||
destroyBadguy.emit(area)
|
||||
|
||||
func bulletHit(body):
|
||||
print("Game controller knows bullet hit something")
|
||||
@ -72,3 +95,7 @@ func countCoins(value):
|
||||
totalCoins = value
|
||||
func countBadGuys(value):
|
||||
totalBadGuys = value
|
||||
|
||||
func playerDead():
|
||||
print("GC knows player death")
|
||||
levelComplete.emit(levels[currentLevel])
|
||||
|
@ -3,6 +3,8 @@ extends Node
|
||||
@onready var crates: Node2D = $"../crates"
|
||||
@onready var coins: Node2D = $"../coins"
|
||||
@onready var enemies: Node2D = $"../enemies"
|
||||
@onready var player: CharacterBody2D = $"../CharacterBody2D"
|
||||
@onready var ui: Control = $"../CanvasLayer/ui"
|
||||
|
||||
var bullet = preload("res://scenes/bullet.tscn")
|
||||
var bulletArray:Array = []
|
||||
@ -29,13 +31,24 @@ func _ready() -> void:
|
||||
if obj.is_in_group("enemies"):
|
||||
totalEnemies +=1
|
||||
obj.playerDamage.connect(Gamecontroller.playerDamaged)
|
||||
|
||||
Gamecontroller.countBadGuys(totalEnemies)
|
||||
Gamecontroller.countCoins(totalCoins)
|
||||
Gamecontroller.countCrates(totalCrates)
|
||||
|
||||
# Player interactions
|
||||
Gamecontroller.playerHurt.connect(player.hurtPlayer)
|
||||
Gamecontroller.playerDeath.connect(player.killPlayer)
|
||||
#Subscribe to vital events from GC
|
||||
Gamecontroller.levelComplete.connect(changeLevel)
|
||||
player.deathAnimationComplete.connect(Gamecontroller.playerDead)
|
||||
#ui events
|
||||
Gamecontroller.tick.connect(ui.timerUpdate)
|
||||
Gamecontroller.playerHurt.connect(ui.healthUpdate)
|
||||
Gamecontroller.playerDeath.connect(ui.healthGone)
|
||||
Gamecontroller.coinsUpdate.connect(ui.coinsUpdate)
|
||||
|
||||
Gamecontroller.destroyBadguy.connect(killBadguy)
|
||||
Gamecontroller.reset()
|
||||
|
||||
|
||||
@ -52,6 +65,7 @@ func bulletFactory():
|
||||
if bulletArray.size() < 4:
|
||||
myBullet = bullet.instantiate()
|
||||
myBullet.connect("hit", onBulletHit)
|
||||
myBullet.connect("badguyHit", Gamecontroller.bulletHitBadguy)
|
||||
owner.add_child(myBullet)
|
||||
else:
|
||||
myBullet = bulletArray.pop_back()
|
||||
@ -65,6 +79,9 @@ func makeBullet(position, speed):
|
||||
myBullet.transform = position
|
||||
myBullet.setSpeed(speed)
|
||||
return myBullet
|
||||
|
||||
func killBadguy(area):
|
||||
area.queue_free()
|
||||
|
||||
func onBulletHit(bullet, body):
|
||||
bullet.position = Vector2(-100,-100)
|
||||
|
18
januaryproject/scripts/ui.gd
Normal file
18
januaryproject/scripts/ui.gd
Normal file
@ -0,0 +1,18 @@
|
||||
extends Control
|
||||
@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer3/timer
|
||||
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/health
|
||||
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/coins
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
func timerUpdate(timeRemaining):
|
||||
timer.text=str(timeRemaining)
|
||||
func healthUpdate(healthRemaining):
|
||||
health.text="HEALTH "+str(healthRemaining)
|
||||
func healthGone():
|
||||
health.text="HEALTH 0"
|
||||
func coinsUpdate(coinsCollectedTotal, coinsAvailableTotal):
|
||||
coins.text = str(coinsCollectedTotal)+" of "+str(coinsAvailableTotal)
|
Loading…
Reference in New Issue
Block a user