bad guys, player damage, enemy damage

This commit is contained in:
OddlyTimbot committed 2026-07-27 15:34:12 -04:00
1 parent ac67579888
commit 4559b154a1
16 files changed
+437 -16

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+2 -1
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@@ -9,5 +9,6 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
if body is Crate:
if body.is_in_group("shootable"):
print("bullet hit!")
bulletHitSignal.emit(body,self)
+44 -3
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@@ -2,11 +2,19 @@ class_name GameController extends Node2D
signal destroySignal(body)
signal fanTriggerSignal(body, fanDirection)
signal teleportTriggerSignal(body)
signal playerDamagedSignal(currentHealth,maxHealth)
signal playerDeathSignal
var numberOfCrates = 2
var timeAvailable = 50
var totalCoinsCollected = 0
var timer = Timer.new()
var enemiesDict={}
var playerStartingHealth = 100
var playerHealth = 100
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
@@ -21,7 +29,7 @@ func countdown()->void:
timeAvailable-=1
if timeAvailable<=0 and numberOfCrates>0:
print("LOOOOOSAH")
get_tree().reload_current_scene()
playerDeathSignal.emit()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -51,15 +59,48 @@ func coinCollected(body,coin)->void:
totalCoinsCollected +=1
print("GC knows coin collected")
destroySignal.emit(coin)
func coinTotal(totalAmount)->void:
print("GC knows total coins "+str(totalAmount))
func bulletDamage(body, _bullet)->void:
print("bullet hit")
if body.is_in_group("shootable"):
destroySignal.emit(body)
destroySignal.emit(_bullet)
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(_bullet)
if body is Slime:
enemiesDict[body]["health"] -= 10
if enemiesDict[body]["health"]<=0:
#kill the enemy
enemiesDict.erase(body)
destroySignal.emit(body)
destroySignal.emit(_bullet)
func rocketDamage(body, rocket)->void:
if body.is_in_group("shootable"):
print("Rocket strikes target!")
destroySignal.emit(body)
func addEnemyToLevel(enemy:Slime)->void:
var enemyStat = {
"health": 30,
"damage": 20
}
enemiesDict[enemy]=enemyStat
func _on_slime_damage(body, slime:Slime)->void:
#remove damage from player health
print("remove damage from player "+str(enemiesDict[slime]["damage"]))
playerHealth -= enemiesDict[slime]["damage"]
if playerHealth <=0:
print("You DED")
#send a signal about player death
playerDeathSignal.emit()
else:
print("You damaged")
#send a signal about player damage
playerDamagedSignal.emit(playerHealth,playerStartingHealth)
func loadLevel()->void:
get_tree().reload_current_scene()
+24 -7
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@@ -2,6 +2,8 @@ class_name Player extends CharacterBody2D
signal pushSignal(body, direction)
signal shootSignal(markerPosition, speed)
signal fireSignal(markerPosition, direction, speed)
signal deathAnimationCompleteSignal
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_spawn: Marker2D = $RightSpawn
@@ -19,12 +21,19 @@ const JUMP_VELOCITY = -400.0
enum FaceDirection {RIGHT,LEFT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING}
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING,HURT,DEAD}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
func hurt(health,maxhealth)->void:
print("player hurt")
current_player_state=PlayerStates.HURT
func kill()->void:
print("player killed")
current_player_state=PlayerStates.DEAD
func _physics_process(delta: float) -> void:
handle_input()
if current_player_state != PlayerStates.DEAD:
handle_input()
handle_movement(delta)
handle_states()
handle_animation()
@@ -39,7 +48,6 @@ func handle_input()->void:
upJump = true
# Handle shove.
if Input.is_action_just_pressed("shove"):
print("I want to shove")
if pushRightEnabled and facing==FaceDirection.RIGHT:
current_player_state= PlayerStates.CHARGING
pushTimer = Time.get_ticks_msec()
@@ -60,7 +68,7 @@ func handle_input()->void:
current_player_state = PlayerStates.SHOVING
#Handle Shoot Bullet
if Input.is_action_just_pressed("shoot"):
print("Ima shoot a bullet")
#marker postion, speed
match facing:
FaceDirection.RIGHT:
@@ -69,7 +77,7 @@ func handle_input()->void:
shootSignal.emit(left_spawn.global_transform, -800)
#Handle fire rocket
if Input.is_action_just_pressed("fire"):
print("Ima fire rocket")
match facing:
FaceDirection.RIGHT:
fireSignal.emit(right_spawn.global_transform,Vector2(1,0), 800)
@@ -95,7 +103,7 @@ func handle_movement(delta)->void:
velocity += get_gravity() * delta
func handle_collisions()->void:
if right_cast.is_colliding():
print("Right raycast collision")
var collider = right_cast.get_collider()
if collider is Node:
pushRightEnabled = true
@@ -104,7 +112,7 @@ func handle_collisions()->void:
pushRightEnabled = false
if left_cast.is_colliding():
print("Left raycast collision")
var collider = left_cast.get_collider()
if collider is Node:
pushLeftEnabled = true
@@ -148,6 +156,10 @@ func handle_animation()->void:
player_graphic.play("charging")
PlayerStates.SHOVING:
player_graphic.play("shoving")
PlayerStates.HURT:
player_graphic.play("hurt")
PlayerStates.DEAD:
player_graphic.play("death")
func _on_animation_finished() -> void:
@@ -156,3 +168,8 @@ func _on_animation_finished() -> void:
upJump = false
PlayerStates.SHOVING:
current_player_state = PlayerStates.IDLE
PlayerStates.HURT:
current_player_state = PlayerStates.IDLE
PlayerStates.DEAD:
#emit signal for end of death animation
deathAnimationCompleteSignal.emit()
+19
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@@ -4,6 +4,7 @@ extends Node2D
@onready var player: Player = $"../Player"
@onready var coin: Coin = $"../Coins/Coin"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
var bullet = preload("res://scenes/bullet.tscn")
var rocket = preload("res://scenes/rocket.tscn")
@@ -19,11 +20,14 @@ func _ready() -> void:
player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
player.fireSignal.connect(makeRocket)
player.deathAnimationCompleteSignal.connect(game.loadLevel)
#signals from the GameController
game.destroySignal.connect(destroy)
game.fanTriggerSignal.connect(pushTarget)
game.teleportTriggerSignal.connect(teleportTarget)
game.playerDamagedSignal.connect(player.hurt)
game.playerDeathSignal.connect(player.kill)
#signals from pickups
coin.coinCollectedSignal.connect(game.coinCollected)
@@ -38,7 +42,17 @@ func buildLevel()->void:
#tell GC how many crates...
updateCrates()
updateCoins()
updateEnemies()
func updateEnemies()->void:
if enemies:
for obj in enemies.get_children():
if obj is Slime:
game.addEnemyToLevel(obj)
#hook up to game controller
if not obj.slimeDamageSignal.is_connected(game._on_slime_damage):
obj.slimeDamageSignal.connect(game._on_slime_damage)
func updateCrates()->void:
var totalCrates = 0
if crates:
@@ -50,11 +64,16 @@ func updateCrates()->void:
game.crateTotal(totalCrates)
#any time a coin exits tree, game controller is updated
func updateCoins()->void:
var totalCoins = 0
if coins:
for obj in coins.get_children():
if obj is Coin:
if not obj.coinCollectedSignal.is_connected(game.coinCollected):
obj.coinCollectedSignal.connect(game.coinCollected)
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
totalCoins +=1
game.coinTotal(totalCoins)
+33
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@@ -0,0 +1,33 @@
class_name Slime extends Area2D
@onready var right_cast: RayCast2D = $RightCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
var speed:int = 100
var direction = 1
signal slimeDamageSignal(body,slime)
#Animation code
func _process(delta: float) -> void:
if not right_down_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
if not left_down_cast.is_colliding():
direction = 1
slime_graphic.flip_h = false
if right_cast.is_colliding() && not right_cast.get_collider() is Player:
direction = -1
slime_graphic.flip_h = true
if left_cast.is_colliding() && not left_cast.get_collider() is Player:
direction = 1
slime_graphic.flip_h = false
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body is Player:
slimeDamageSignal.emit(body, self)
+1
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@@ -0,0 +1 @@
uid://d215jspbbgtq6