week 5 prep, multi-levels, coins, enemies, stats

This commit is contained in:
OddlyTimbot committed 2026-03-30 17:35:07 -04:00
1 parent 072d13734c
commit 3b23e7b50d
16 files changed
+994 -57

No files matched your search

+9
View File
@@ -0,0 +1,9 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
if body is Player:
print("Player hit coin")
coinCollectedSignal.emit(body, self)
+1
View File
@@ -0,0 +1 @@
uid://b3dvuwq5c8l4h
+70 -6
View File
@@ -4,10 +4,20 @@ var crateTotal = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String = "res://scenes/game.tscn"
var coinsCollected = 0
var timer := Timer.new()
var timeAvailable := 10
#add new levels
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn"]
var timers=[16,10]
var currentLevel = 0
var timeAvailable = timers[currentLevel]
var enemiesDict={}
var playerStartingHealth = 50
var playerHealth = 50
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -18,17 +28,37 @@ func _ready() -> void:
timer.connect("timeout", secondCounter)
timer.start()
# called by the scenemanager
func reset()->void:
# reset the time
timeAvailable = timers[currentLevel]
enemiesDict.clear()
playerHealth = playerStartingHealth
func secondCounter()->void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOSE BABY!!")
levelChangeSignal.emit(currentScene)
levelChangeSignal.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_coin_collected(body:Player, coin:Coin)-> void:
coinsCollected +=1
destroySignal.emit(coin)
#Any time coins are destroyed, game controller is informed how many left
func totalCoins(value)-> void:
print(value)
if value <=0:
print("You WON!!!")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows trigger...."+effect)
if body is Crate:
@@ -45,16 +75,50 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows about powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func _on_slime_damage(body, slime)->void:
# print("Slime attacked player for "+str(enemiesDict[slime]["damage"]))
playerHealth -= enemiesDict[slime]["damage"]
if playerHealth<=0:
print("PLAYER KILLED!")
#reload current level
levelChangeSignal.emit(levels[currentLevel])
func totalEnemies(value)->void:
print("Number of Enemies: "+str(value))
func addEnemyToLevel(slime:Slime)->void:
#random number up to 10
var randDamage:int = randi()%10
var enemyStat = {
"health":50,
"damage":randDamage
}
#store in the enemy Dictionary
enemiesDict[slime]=enemyStat
func removeEnemyFromLevel(slime)->void:
enemiesDict.erase(slime)
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(body:Node2D, bullet:Bullet)->void:
if body is Crate:
#destroy crate
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
print("bullet hitting slime")
#damage the slime
enemiesDict[body]["health"] -= 10
if enemiesDict[body]["health"] <=0:
removeEnemyFromLevel(body)
destroySignal.emit(body)
destroySignal.emit(bullet)
+47 -11
View File
@@ -2,7 +2,8 @@ class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var crates: Node2D = $"../Crates"
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
@@ -10,6 +11,9 @@ var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Reset all the stuff in the level
Gamecontroller.reset()
buildLevel()
@@ -19,20 +23,50 @@ func _process(delta: float) -> void:
func buildLevel()->void:
print("building level")
updateCoins()
updateCrates()
updateTriggers()
updateEnemies()
#wire up signals from GameController
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.levelChangeSignal.connect(loadLevel)
func updateEnemies()->void:
if enemies:
var totalEnemies = 0
for obj in enemies.get_children():
if obj is Slime:
totalEnemies +=1
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
print("Hooking up slime")
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
Gamecontroller.addEnemyToLevel(obj)
if not obj.tree_exited.is_connected(updateEnemies):
obj.tree_exited.connect(updateEnemies)
Gamecontroller.totalEnemies(totalEnemies)
func updateCoins()->void:
if coins:
var totalCoins = 0
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
print("coin found")
if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
#Any time a coin is destroyed, let game controller know how many remain
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
Gamecontroller.totalCoins(totalCoins)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
obj.AreaTrigger.connect(Gamecontroller._on_trigger)
func updateCrates()->void:
#check that there is a crates node
@@ -43,7 +77,7 @@ func updateCrates()->void:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
game.crateUpdate(totalCrates)
Gamecontroller.crateUpdate(totalCrates)
func destroy(body)->void:
if body is Bullet:
@@ -71,9 +105,11 @@ func bulletFactory()->Bullet :
#how many bullets have been made?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
game.add_child(myBullet)
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
#Gamecontroller.add_child(myBullet)
#Gamecontroller is pure code now, so switch to add_sibling
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
+41
View File
@@ -0,0 +1,41 @@
class_name Slime extends Area2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
var speed:int = 100
var direction = 1
signal slimeDamageSignal(body, slime)
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
#raycast detection
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):
if body is Player:
slimeDamageSignal.emit(body, self)
+1
View File
@@ -0,0 +1 @@
uid://c8o8u4tesokv5