From a5fa34bd4a9f42f9c0ce0f65e3d0e674482fc454 Mon Sep 17 00:00:00 2001 From: OddlyTimbot Date: Mon, 22 Sep 2025 21:07:24 -0400 Subject: [PATCH] save game, player damage, player death, enemy damage, enemy death --- .../player/death/Player Death 64x64.png | Bin 0 -> 1584 bytes .../death/Player Death 64x64.png.import | 34 ++++++ .../player/hurt/Player Hurt 48x48.png | Bin 0 -> 1448 bytes .../player/hurt/Player Hurt 48x48.png.import | 34 ++++++ project.godot | 10 ++ scenes/bullet.tscn | 1 + scenes/game.tscn | 5 +- scenes/player.tscn | 114 +++++++++++++++++- scenes/slime.tscn | 35 +++++- scripts/bullet.gd | 7 ++ scripts/gamecontroller.gd | 90 ++++++++++++-- scripts/player.gd | 26 +++- scripts/rscs/gameSaveStats.tres | 23 ++++ scripts/rscs/playerStats.tres | 2 +- scripts/rscs/savedgame.gd | 3 + scripts/rscs/savedgame.gd.uid | 1 + scripts/rscs/slimeStats.tres | 6 +- scripts/scene_manager.gd | 33 ++++- scripts/slime.gd | 24 +++- 19 files changed, 422 insertions(+), 26 deletions(-) create mode 100644 assets/graphics/player/death/Player Death 64x64.png create mode 100644 assets/graphics/player/death/Player Death 64x64.png.import create mode 100644 assets/graphics/player/hurt/Player Hurt 48x48.png create mode 100644 assets/graphics/player/hurt/Player Hurt 48x48.png.import create mode 100644 scripts/rscs/gameSaveStats.tres create mode 100644 scripts/rscs/savedgame.gd create mode 100644 scripts/rscs/savedgame.gd.uid diff --git a/assets/graphics/player/death/Player Death 64x64.png b/assets/graphics/player/death/Player Death 64x64.png new file mode 100644 index 0000000000000000000000000000000000000000..2e6a1ae0514b237d754893f563c87ba5f95dc109 GIT binary patch literal 1584 zcmV-02G9A4P)6ha{(mSDs~=&eemLQhsu5De5)C{a8JIe3wvJ+;t7 zrHbvvg27;Ok>XiYQVE4ttTBeFjoM_}te8c|!|qIHrt@dByV-f4?e_yqH#3{$H|g#? 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'delta' is the elapsed time since the previous frame. + func _process(delta: float) -> void: - pass + if Input.is_action_just_pressed("save"): + saveGame() + if Input.is_action_just_pressed("load"): + loadGame() func _on_trigger(effect: Variant, body: Variant) -> void: @@ -49,14 +71,25 @@ func _on_trigger(effect: Variant, body: Variant) -> void: "player_hurt": if body is Player: print("hurt the player") - playerDamage.emit() + #playerDamage.emit() #if not body is Player: # body.queue_free() func bulletDamage(body, bullet): print("GC know about bullet hit") - body.queue_free() - + if body is Slime: + #give damage to this individual enemy + enemiesDict[body]["health"] -= player.rangeDamage + if enemiesDict[body]["health"] <=0: + print("enemy is dead") + removeEnemyFromLevel(body) + destroySignal.emit(body) + else: + print("enemy is damaged") + body.handle_damage() +func removeEnemyFromLevel(body)->void: + enemiesDict.erase(body) + func coinCollected(body, coin): print("GC knows coin collected") destroySignal.emit(coin) @@ -71,9 +104,50 @@ func totalCoinCount(count): func playerAttacked(body, slime): print("GC knows slime attack") - print("Damge : "+str(enemy.meleeDamage) ) + print("Damge : "+str(enemiesDict[slime]["damage"]) ) print("Player health : "+str(playerCurrentHealth)) - playerCurrentHealth -= enemy.meleeDamage + playerCurrentHealth -= enemiesDict[slime]["damage"] if playerCurrentHealth <=0: print("YOU DEAD") + playerDeathSignal.emit() + else: + print("taking damage") + playerDamageSignal.emit(playerCurrentHealth, player.max_health) +func deathComplete()->void: + levelChangeSignal.emit(levels[currentLevel]) + +func addEnemyToLevel(slime)->void: + var randHealth:int = randi() % 20 + var randDamage:int = randi() % 10 + var enemyStat = { + "health": enemy.health + randHealth, + "damage": enemy.meleeDamage + randDamage + } + enemiesDict[slime] = enemyStat +func saveGame()->void: + saveObject["enemies"]={} + var index = 0 + + #create an object with all critical game data + print("Game Level "+str(currentLevel) ) + print("Time Remaining "+str(timeAvailable)) + print("Player Health "+str(playerCurrentHealth)) + # bad guy stuff.... + for key in enemiesDict: + var tempObj = {} + tempObj["health"]=enemiesDict[key]["health"] + tempObj["damage"]=enemiesDict[key]["damage"] + tempObj["global_position"] = key.global_position + saveObject["enemies"]["slime"+str(index)]=tempObj + index +=1 + saveObject["GameLevel"] = currentLevel + saveObject["TimeAvailable"] = timeAvailable + saveObject["PlayerHealth"] = playerCurrentHealth + var saved_game:SavedGame = SavedGame.new() + saved_game.gameData = saveObject + ResourceSaver.save(saved_game, "res://scripts/rscs/gameSaveStats.tres") + +func loadGame()->void: + loadIntent = true + levelChangeSignal.emit(levels[saveObject["GameLevel"]]) diff --git a/scripts/player.gd b/scripts/player.gd index bf1aeef..8a03da8 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -15,21 +15,33 @@ var upJump:bool = false var direction enum FaceDirection{LEFT, RIGHT} var facing:FaceDirection = FaceDirection.RIGHT -enum State{IDLE, RUN,JUMP,FALLING} +enum State{IDLE, RUN,JUMP,FALLING, HURT, DEATH} var current_state:State = State.IDLE var pushTarget var pushEnabled := false +signal playerDeathCompleteSignal + func _physics_process(delta: float) -> void: # Add the gravity. - handle_input() + if current_state != State.HURT and current_state != State.DEATH: + handle_input() handle_movement(delta) handle_states() handle_animation() move_and_slide() handle_collisions() - + +func handle_damage(health, maxhealth)->void: + print("player takes damage") + current_state = State.HURT + +func handle_death()->void: + print("player is dead") + current_state = State.DEATH + + func handle_states() -> void: match current_state: State.IDLE when velocity.x !=0: @@ -60,6 +72,10 @@ func handle_animation() -> void: State.JUMP: if upJump: player_graphic.play("jump") + State.HURT: + player_graphic.play("hurt") + State.DEATH: + player_graphic.play("death") func handle_movement(delta:float) -> void: if direction == 0: @@ -131,3 +147,7 @@ func _on_animation_finished() -> void: match current_state: State.JUMP: upJump = false + State.HURT: + current_state = State.IDLE + State.DEATH: + playerDeathCompleteSignal.emit() diff --git a/scripts/rscs/gameSaveStats.tres b/scripts/rscs/gameSaveStats.tres new file mode 100644 index 0000000..6fdd3fc --- /dev/null +++ b/scripts/rscs/gameSaveStats.tres @@ -0,0 +1,23 @@ +[gd_resource type="Resource" script_class="SavedGame" load_steps=2 format=3 uid="uid://cib08qg83a6o6"] + +[ext_resource type="Script" uid="uid://c3kd5uh5y8ml1" path="res://scripts/rscs/savedgame.gd" id="1_v2d26"] + +[resource] +script = ExtResource("1_v2d26") +gameData = { +"GameLevel": 0, +"PlayerHealth": 100, +"TimeAvailable": 7, +"enemies": { +"slime0": { +"damage": 33, +"global_position": Vector2(489.403, 343), +"health": 66 +}, +"slime1": { +"damage": 25, +"global_position": Vector2(626.901, 280), +"health": 61 +} +} +} diff --git a/scripts/rscs/playerStats.tres b/scripts/rscs/playerStats.tres index 239a5df..3615832 100644 --- a/scripts/rscs/playerStats.tres +++ b/scripts/rscs/playerStats.tres @@ -8,5 +8,5 @@ health = 100 max_health = 100 starting_health = 100 meleeDamage = 10 -rangeDamage = 0 +rangeDamage = 30 metadata/_custom_type_script = "uid://r408skwtvisy" diff --git a/scripts/rscs/savedgame.gd b/scripts/rscs/savedgame.gd new file mode 100644 index 0000000..e251422 --- /dev/null +++ b/scripts/rscs/savedgame.gd @@ -0,0 +1,3 @@ +class_name SavedGame extends Resource + +@export var gameData:Dictionary diff --git a/scripts/rscs/savedgame.gd.uid b/scripts/rscs/savedgame.gd.uid new file mode 100644 index 0000000..b1906b0 --- /dev/null +++ b/scripts/rscs/savedgame.gd.uid @@ -0,0 +1 @@ +uid://c3kd5uh5y8ml1 diff --git a/scripts/rscs/slimeStats.tres b/scripts/rscs/slimeStats.tres index beda283..3ccc39e 100644 --- a/scripts/rscs/slimeStats.tres +++ b/scripts/rscs/slimeStats.tres @@ -4,9 +4,9 @@ [resource] script = ExtResource("1_ppipo") -health = 100 -max_health = 100 -starting_health = 100 +health = 50 +max_health = 50 +starting_health = 50 meleeDamage = 25 rangeDamage = 0 metadata/_custom_type_script = "uid://r408skwtvisy" diff --git a/scripts/scene_manager.gd b/scripts/scene_manager.gd index 50cd7f8..c4e81f4 100644 --- a/scripts/scene_manager.gd +++ b/scripts/scene_manager.gd @@ -2,15 +2,21 @@ class_name SceneManager extends Node2D var bulletArray =[] var totalAllowedBullets = 7 var bullet = preload("res://scenes/bullet.tscn") +var slime=preload("res://scenes/slime.tscn") + @onready var triggers: Node2D = $"../triggers" @onready var coins: Node2D = $"../coins" @onready var enemies: Node2D = $"../enemies" +@onready var player: Player = $"../Player" # Called when the node enters the scene tree for the first time. func _ready() -> void: - Gamecontroller.reset() + var loadObject = Gamecontroller.reset() + print("LOAD OBJECT:::::") + print(loadObject) + loadSceneInfo(loadObject) if triggers: for obj in triggers.get_children(): @@ -24,12 +30,18 @@ func _ready() -> void: Gamecontroller.destroySignal.connect(destroy) Gamecontroller.levelChangeSignal.connect(changeScene) + Gamecontroller.playerDamageSignal.connect(player.handle_damage) + Gamecontroller.playerDeathSignal.connect(player.handle_death) + + player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete) + func updateEnemies(): for obj in enemies.get_children(): if obj is Slime: if not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked): obj.playerDamageSignal.connect(Gamecontroller.playerAttacked) + Gamecontroller.addEnemyToLevel(obj) func updateCoins(): @@ -72,3 +84,22 @@ func destroy(body): body.queue_free() func changeScene(level): get_tree().call_deferred("change_scene_to_file", level) +func loadSceneInfo(loadObject)->void: + print("make the scene") + if loadObject.size()<1: + print("bailing out") + return + #remove current bad guys + if enemies: + for obj in enemies.get_children(): + if obj is Slime: + obj.queue_free() + + #build and place save game badguys + var enemiesList = loadObject["enemies"] + for key in enemiesList: + print(enemiesList[key]) + # create a slime + var badguy = slime.instantiate() + enemies.add_child(badguy) + badguy.global_position = enemiesList[key]["global_position"] diff --git a/scripts/slime.gd b/scripts/slime.gd index 6a8c112..620b465 100644 --- a/scripts/slime.gd +++ b/scripts/slime.gd @@ -10,11 +10,23 @@ var direction = 1 signal playerDamageSignal(body, slime) +enum State{IDLE, HURT, DEATH} +var currentState = State.IDLE + + # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. - - +func updateAnimation()->void: + match currentState: + State.IDLE: + slime_graphic.play("idle") + State.HURT: + slime_graphic.play("hurt") + +func handle_damage()->void: + currentState = State.HURT + # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if not right_down_cast.is_colliding(): @@ -26,9 +38,15 @@ func _process(delta: float) -> void: slime_graphic.flip_h = false position.x += direction * speed * delta - + updateAnimation() func _on_body_entered(body: Node2D) -> void: if body is Player: print("Slime attack!") playerDamageSignal.emit(body, self) + + +func _on_slime_graphic_animation_finished() -> void: + match currentState: + State.HURT: + currentState = State.IDLE