player damage, player death, badguy dictionairy, badguy damage, badguy death, user interface, player damage animation, player death animation

This commit is contained in:
OddlyTimbot committed 2025-07-07 21:01:48 -04:00
1 parent e8cdd87ca2
commit 8975e4b416
22 files changed
+395 -31

No files matched your search

+8
View File
@@ -1,6 +1,8 @@
class_name Bullet extends Area2D
var speed = -700
signal bulletDamageSignal(body, bullet)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
@@ -11,3 +13,9 @@ func setSpeed(value):
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
position += transform.x * speed * delta
func _on_area_entered(area: Area2D) -> void:
print("bullet is hitting area")
if area is Slime:
bulletDamageSignal.emit(area, self)
+13 -1
View File
@@ -12,7 +12,7 @@ const JUMP_VELOCITY = -400.0
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
@@ -20,6 +20,8 @@ var pushEnabled = false
var direction
var upJump = false
signal deathAnimationCompleteSignal
func _physics_process(delta: float) -> void:
#game loop
handle_input()
@@ -60,6 +62,10 @@ func update_animation():
player_graphic.play("jump")
State.FALLING:
player_graphic.play("falling")
State.HURT:
player_graphic.play("hurt")
State.DEATH:
player_graphic.play("death")
func handle_movement(delta):
# Add the gravity.
@@ -131,9 +137,15 @@ func _on_animation_finished() -> void:
match current_state:
State.JUMP:
upJump = false
State.HURT:
current_state = State.IDLE
State.DEATH:
deathAnimationCompleteSignal.emit()
func playerTakesDamage(health):
print("Player sees remaining health "+str(health))
current_state = State.HURT
func playerDies():
print("Player sees he ded.")
current_state = State.DEATH
+1 -1
View File
@@ -12,5 +12,5 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Coin sees collision")
coinCollectedSignal.emit(body, self)
+1
View File
@@ -0,0 +1 @@
class_name Crate extends RigidBody2D
+1
View File
@@ -0,0 +1 @@
uid://cb5w1tpwn7cn0
+46 -15
View File
@@ -3,23 +3,30 @@ extends Node2D
var totalCoinsAvailable =0
var timer = Timer.new()
var timeAvailable = 5
var timeAvailable
var level="res://scenes/game.tscn"
var levelTwo = "res://scenes/level2.tscn"
var startingCoins=0
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers = [10,15,9]
var timers = [30,15,9]
var currentLevel = 0
signal destroySignal(body)
signal levelChangeSignal(level)
signal playerTakeDamageSignal(health)
signal playerDiesSignal
signal bulletDamageEnemySignal(body)
signal countDownSignal(timeRemaining)
signal coinCountSignal(coinsRemaining, startingCoins)
var player:CharacterStats
var enemy:CharacterStats
var playerHealth:int
var enemiesDict = {}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/rscs/playerStats.tres")
@@ -36,13 +43,15 @@ func _ready() -> void:
func secondCounter() -> void:
timeAvailable -=1
countDownSignal.emit(timeAvailable)
if timeAvailable <= 0:
print("YOU LOSE")
#reload the current scene
levelChangeSignal.emit(levels[currentLevel])
func reset() -> void:
startingCoins=0
timeAvailable = timers[currentLevel]
playerHealth = player.starting_health
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
@@ -60,24 +69,46 @@ func _on_areatrigger(effect, body) -> void:
print("Player health is now "+str(playerHealth))
func totalCoinCount(totalCoins):
if startingCoins == 0:
startingCoins = totalCoins
totalCoinsAvailable = totalCoins
func coinCollected(body, coin):
destroySignal.emit(coin)
totalCoinsAvailable -=1
if totalCoinsAvailable <= 0:
print("YOU WIN")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func coinCollected(body, coin):
if not body is Crate:
destroySignal.emit(coin)
totalCoinsAvailable -=1
coinCountSignal.emit(totalCoinsAvailable, startingCoins)
if totalCoinsAvailable <= 0:
print("YOU WIN")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func playerAttacked(body, slime):
print("GC knows player attacked")
playerHealth -= enemy.meleeDamage
playerHealth -= enemiesDict[slime].damage
if playerHealth <=0:
playerDiesSignal.emit()
else:
playerTakeDamageSignal.emit(playerHealth)
func playerDead():
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(area, bullet):
enemiesDict[area].health -= player.rangeDamage
if enemiesDict[area].health <=0:
destroySignal.emit(area)
enemiesDict.erase(area)
else:
bulletDamageEnemySignal.emit(area)
func addEnemyToLevel(slime):
var randHealth:int = randi() % 20
var randDamage:int = randi() % 10
var enemyStat = {
"health":enemy.starting_health + randHealth,
"damage":enemy.meleeDamage + randDamage
}
enemiesDict[slime]=enemyStat
+9 -1
View File
@@ -7,6 +7,7 @@ var totalAllowedBullets = 7
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var ui: Control = $"../CanvasLayer/Ui"
func _ready() -> void:
Gamecontroller.reset()
@@ -18,14 +19,20 @@ func _ready() -> void:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
Gamecontroller.addEnemyToLevel(obj)
Gamecontroller.bulletDamageEnemySignal.connect(obj.takeDamage)
updateCoins()
Gamecontroller.destroySignal.connect(destroyItem)
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
if ui:
Gamecontroller.playerTakeDamageSignal.connect(ui.healthUpdate)
Gamecontroller.countDownSignal.connect(ui.timerUpdate)
Gamecontroller.coinCountSignal.connect(ui.coinsUpdate)
Gamecontroller.playerDiesSignal.connect(player.playerDies)
player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
#call this any time the coins change
func updateCoins() -> void:
var coinCount = 0
@@ -46,6 +53,7 @@ func bulletFactory():
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
mybullet = bullet.instantiate()
mybullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
owner.add_child(mybullet)
else:
#recycle bullet
+12 -4
View File
@@ -5,6 +5,7 @@ class_name Slime extends Area2D
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var right_down_cast: RayCast2D = $RightDownCast
var speed:int = 100
var direction = 1
@@ -16,6 +17,7 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if not right_down_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
@@ -25,12 +27,14 @@ func _process(delta: float) -> void:
slime_graphic.flip_h = false
if right_side_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
if not right_side_cast.get_collider() is Player && not right_side_cast.get_collider() is Slime:
direction = -1
slime_graphic.flip_h = true
if left_side_cast.is_colliding():
direction = 1
slime_graphic.flip_h = false
if not left_side_cast.get_collider() is Player && not left_side_cast.get_collider() is Slime:
direction = 1
slime_graphic.flip_h = false
position.x += direction * speed * delta
@@ -39,3 +43,7 @@ func _on_body_entered(body: Node2D) -> void:
if body is Player:
print("Slime attack!")
playerDamageSignal.emit(body, self)
func takeDamage(body):
if body == self:
slime_graphic.play("hurt")
+18
View File
@@ -0,0 +1,18 @@
extends Control
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Coins
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass
func healthUpdate(healthRemaining):
health.text = "Health: "+str(healthRemaining)
func timerUpdate(timeRemaining):
timer.text = str(timeRemaining)
func coinsUpdate(coinsRemaining, startingCoins):
coins.text="Coins: "+str(coinsRemaining)+"/"+str(startingCoins)
+1
View File
@@ -0,0 +1 @@
uid://cguclh40lh0w1