player death, player hurt, ui
This commit is contained in:
parent
8bb10b79a8
commit
4389b9804c
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januaryproject/assets/graphics/player/hurt/Player Hurt 48x48.png
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januaryproject/assets/graphics/player/hurt/Player Hurt 48x48.png
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@ -20,4 +20,5 @@ rotation = 3.14089
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@ -95,6 +153,58 @@ region = Rect2(336, 0, 48, 48)
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||||||
|
"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",
|
||||||
|
"speed": 5.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
|
"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")
|
||||||
|
}],
|
||||||
|
"loop": false,
|
||||||
|
"name": &"hurt",
|
||||||
|
"speed": 12.0
|
||||||
|
}, {
|
||||||
|
"frames": [{
|
||||||
|
"duration": 1.0,
|
||||||
"texture": SubResource("AtlasTexture_xei83")
|
"texture": SubResource("AtlasTexture_xei83")
|
||||||
}, {
|
}, {
|
||||||
"duration": 1.0,
|
"duration": 1.0,
|
||||||
@ -199,5 +309,7 @@ offset = Vector2(0, -50)
|
|||||||
texture_filter = 1
|
texture_filter = 1
|
||||||
position = Vector2(0, -7)
|
position = Vector2(0, -7)
|
||||||
sprite_frames = SubResource("SpriteFrames_yi1g3")
|
sprite_frames = SubResource("SpriteFrames_yi1g3")
|
||||||
animation = &"run"
|
animation = &"death"
|
||||||
autoplay = "jump"
|
autoplay = "jump"
|
||||||
|
|
||||||
|
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
|
||||||
|
48
januaryproject/scenes/ui.tscn
Normal file
48
januaryproject/scenes/ui.tscn
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
[gd_scene load_steps=2 format=3 uid="uid://bissd2c653cg5"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://scripts/ui.gd" id="1_1f4nb"]
|
||||||
|
|
||||||
|
[node name="Control" type="Control"]
|
||||||
|
layout_mode = 3
|
||||||
|
anchors_preset = 15
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
grow_horizontal = 2
|
||||||
|
grow_vertical = 2
|
||||||
|
script = ExtResource("1_1f4nb")
|
||||||
|
|
||||||
|
[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"
|
||||||
|
|
||||||
|
[node name="MarginContainer3" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="timer" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer3"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "10"
|
||||||
|
horizontal_alignment = 1
|
||||||
|
|
||||||
|
[node name="MarginContainer2" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
|
||||||
|
layout_mode = 2
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
|
||||||
|
[node name="coins" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer2"]
|
||||||
|
layout_mode = 2
|
||||||
|
text = "COINS"
|
||||||
|
horizontal_alignment = 2
|
@ -3,6 +3,7 @@ class_name Bullet extends Area2D
|
|||||||
|
|
||||||
var speed = 700
|
var speed = 700
|
||||||
signal hit
|
signal hit
|
||||||
|
signal badguyHit(area)
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
@ -28,3 +29,10 @@ func _on_body_entered(body: Node2D) -> void:
|
|||||||
print("Bullet hit sumtin")
|
print("Bullet hit sumtin")
|
||||||
if not body.is_in_group("player"):
|
if not body.is_in_group("player"):
|
||||||
hit.emit(self, body)
|
hit.emit(self, body)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_area_entered(area: Area2D) -> void:
|
||||||
|
print("Bullet hitting area")
|
||||||
|
if area.is_in_group("enemies"):
|
||||||
|
badguyHit.emit(area)
|
||||||
|
|
||||||
|
@ -21,7 +21,25 @@ var pushLeftEnabled = false
|
|||||||
|
|
||||||
var isJumping = false
|
var isJumping = false
|
||||||
|
|
||||||
|
var living = true
|
||||||
|
var animPlaying = "idle"
|
||||||
|
|
||||||
|
signal deathAnimationComplete
|
||||||
|
|
||||||
|
func hurtPlayer(_amt):
|
||||||
|
if _amt < 100:
|
||||||
|
animPlaying = "hurt"
|
||||||
|
animation.play(animPlaying)
|
||||||
|
|
||||||
|
func killPlayer():
|
||||||
|
print("PC will kill player")
|
||||||
|
if living:
|
||||||
|
living = false
|
||||||
|
animPlaying = "death"
|
||||||
|
animation.play(animPlaying)
|
||||||
|
|
||||||
func _physics_process(delta: float) -> void:
|
func _physics_process(delta: float) -> void:
|
||||||
|
if living and not animPlaying == "hurt":
|
||||||
# Add the gravity.
|
# Add the gravity.
|
||||||
if not is_on_floor():
|
if not is_on_floor():
|
||||||
|
|
||||||
@ -95,3 +113,12 @@ func _physics_process(delta: float) -> void:
|
|||||||
var c = get_slide_collision(i)
|
var c = get_slide_collision(i)
|
||||||
if c.get_collider() is RigidBody2D:
|
if c.get_collider() is RigidBody2D:
|
||||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMP_FORCE)
|
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
|
#level information
|
||||||
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn"]
|
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn"]
|
||||||
var timers = [10, 15]
|
var timers = [20, 25]
|
||||||
var currentLevel = 0
|
var currentLevel = 0
|
||||||
|
|
||||||
#Signals from GC
|
#Signals from GC
|
||||||
signal destroyBox(body)
|
signal destroyBox(body)
|
||||||
|
signal destroyBadguy(area)
|
||||||
signal levelComplete(levelToLoad)
|
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.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
@ -34,21 +40,38 @@ func _ready() -> void:
|
|||||||
timer.start()
|
timer.start()
|
||||||
|
|
||||||
func reset():
|
func reset():
|
||||||
|
totalCoinsCollected = 0
|
||||||
|
player.health = player.starting_health
|
||||||
countdown = timers[currentLevel]
|
countdown = timers[currentLevel]
|
||||||
|
tick.emit.call_deferred(countdown)
|
||||||
|
coinsUpdate.emit.call_deferred(totalCoinsCollected, totalCoins)
|
||||||
|
playerHurt.emit.call_deferred(player.health)
|
||||||
|
|
||||||
func secondCounter():
|
func secondCounter():
|
||||||
|
|
||||||
countdown -=1
|
countdown -=1
|
||||||
|
tick.emit(countdown)
|
||||||
if countdown <=0:
|
if countdown <=0:
|
||||||
print("YOU LOSE")
|
print("YOU LOSE")
|
||||||
levelComplete.emit(levels[currentLevel])
|
levelComplete.emit(levels[currentLevel])
|
||||||
func coinCollected():
|
func coinCollected():
|
||||||
totalCoinsCollected += 1
|
totalCoinsCollected += 1
|
||||||
|
coinsUpdate.emit(totalCoinsCollected, totalCoins)
|
||||||
print("GC knows coin collected")
|
print("GC knows coin collected")
|
||||||
func playerDamaged():
|
func playerDamaged():
|
||||||
print("GC knows player taking damage")
|
print("GC knows player taking damage")
|
||||||
player.health -= 20
|
player.health -= 20
|
||||||
print("Health remaining: "+str(player.health))
|
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):
|
func bulletHit(body):
|
||||||
print("Game controller knows bullet hit something")
|
print("Game controller knows bullet hit something")
|
||||||
@ -72,3 +95,7 @@ func countCoins(value):
|
|||||||
totalCoins = value
|
totalCoins = value
|
||||||
func countBadGuys(value):
|
func countBadGuys(value):
|
||||||
totalBadGuys = 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 crates: Node2D = $"../crates"
|
||||||
@onready var coins: Node2D = $"../coins"
|
@onready var coins: Node2D = $"../coins"
|
||||||
@onready var enemies: Node2D = $"../enemies"
|
@onready var enemies: Node2D = $"../enemies"
|
||||||
|
@onready var player: CharacterBody2D = $"../CharacterBody2D"
|
||||||
|
@onready var ui: Control = $"../CanvasLayer/ui"
|
||||||
|
|
||||||
var bullet = preload("res://scenes/bullet.tscn")
|
var bullet = preload("res://scenes/bullet.tscn")
|
||||||
var bulletArray:Array = []
|
var bulletArray:Array = []
|
||||||
@ -29,13 +31,24 @@ func _ready() -> void:
|
|||||||
if obj.is_in_group("enemies"):
|
if obj.is_in_group("enemies"):
|
||||||
totalEnemies +=1
|
totalEnemies +=1
|
||||||
obj.playerDamage.connect(Gamecontroller.playerDamaged)
|
obj.playerDamage.connect(Gamecontroller.playerDamaged)
|
||||||
|
|
||||||
Gamecontroller.countBadGuys(totalEnemies)
|
Gamecontroller.countBadGuys(totalEnemies)
|
||||||
Gamecontroller.countCoins(totalCoins)
|
Gamecontroller.countCoins(totalCoins)
|
||||||
Gamecontroller.countCrates(totalCrates)
|
Gamecontroller.countCrates(totalCrates)
|
||||||
|
|
||||||
|
# Player interactions
|
||||||
|
Gamecontroller.playerHurt.connect(player.hurtPlayer)
|
||||||
|
Gamecontroller.playerDeath.connect(player.killPlayer)
|
||||||
#Subscribe to vital events from GC
|
#Subscribe to vital events from GC
|
||||||
Gamecontroller.levelComplete.connect(changeLevel)
|
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()
|
Gamecontroller.reset()
|
||||||
|
|
||||||
|
|
||||||
@ -52,6 +65,7 @@ func bulletFactory():
|
|||||||
if bulletArray.size() < 4:
|
if bulletArray.size() < 4:
|
||||||
myBullet = bullet.instantiate()
|
myBullet = bullet.instantiate()
|
||||||
myBullet.connect("hit", onBulletHit)
|
myBullet.connect("hit", onBulletHit)
|
||||||
|
myBullet.connect("badguyHit", Gamecontroller.bulletHitBadguy)
|
||||||
owner.add_child(myBullet)
|
owner.add_child(myBullet)
|
||||||
else:
|
else:
|
||||||
myBullet = bulletArray.pop_back()
|
myBullet = bulletArray.pop_back()
|
||||||
@ -66,6 +80,9 @@ func makeBullet(position, speed):
|
|||||||
myBullet.setSpeed(speed)
|
myBullet.setSpeed(speed)
|
||||||
return myBullet
|
return myBullet
|
||||||
|
|
||||||
|
func killBadguy(area):
|
||||||
|
area.queue_free()
|
||||||
|
|
||||||
func onBulletHit(bullet, body):
|
func onBulletHit(bullet, body):
|
||||||
bullet.position = Vector2(-100,-100)
|
bullet.position = Vector2(-100,-100)
|
||||||
bullet.setSpeed(0)
|
bullet.setSpeed(0)
|
||||||
|
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