Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9448311064 | |||
| cdb1b5d632 | |||
| 5930d37049 | |||
| 4559b154a1 |
5
Readme.md
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5
Readme.md
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@ -0,0 +1,5 @@
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||||
Week 5:
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||||
Coin collection, bad guys, dealing damage
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||||
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||||
In this lesson, we get some enemies in the game, and along the way w
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learn some valuable principles.
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||||
BIN
assets/enemies/slime/slime_green.png
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assets/enemies/slime/slime_green.png
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40
assets/enemies/slime/slime_green.png.import
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40
assets/enemies/slime/slime_green.png.import
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@ -0,0 +1,40 @@
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assets/player/death/Player Death 64x64.png
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assets/player/death/Player Death 64x64.png
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assets/player/death/Player Death 64x64.png.import
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40
assets/player/death/Player Death 64x64.png.import
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assets/player/hurt/Player Hurt 48x48.png.import
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40
assets/player/hurt/Player Hurt 48x48.png.import
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@ -13,6 +13,7 @@
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@ -526,6 +527,14 @@ position = Vector2(116, -31)
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71
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Normal file
71
scenes/slime.tscn
Normal file
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|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="." unique_id=1641996317]
|
||||
shape = SubResource("CircleShape2D_gstla")
|
||||
|
||||
[node name="RightCast" type="RayCast2D" parent="." unique_id=460628221]
|
||||
target_position = Vector2(16, 0)
|
||||
|
||||
[node name="RightDownCast" type="RayCast2D" parent="." unique_id=1352799730]
|
||||
position = Vector2(9, 0)
|
||||
target_position = Vector2(1, 14)
|
||||
|
||||
[node name="LeftDownCast" type="RayCast2D" parent="." unique_id=1378900976]
|
||||
position = Vector2(-9, 0)
|
||||
target_position = Vector2(1, 14)
|
||||
|
||||
[node name="LeftCast" type="RayCast2D" parent="." unique_id=1023073791]
|
||||
target_position = Vector2(-16, 0)
|
||||
|
||||
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
|
||||
@ -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)
|
||||
|
||||
@ -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))
|
||||
print("GC knows total coins remaining "+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+randi_range(0,10),
|
||||
"damage": 20+randi_range(0,10)
|
||||
}
|
||||
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()
|
||||
|
||||
@ -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()
|
||||
|
||||
@ -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
scripts/slime.gd
Normal file
33
scripts/slime.gd
Normal file
@ -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
scripts/slime.gd.uid
Normal file
1
scripts/slime.gd.uid
Normal file
@ -0,0 +1 @@
|
||||
uid://d215jspbbgtq6
|
||||
Loading…
Reference in New Issue
Block a user