mult level, autoload, coins, raycasts, enemies, dictionary damage health

This commit is contained in:
OddlyTimbot committed 2026-03-30 21:01:57 -04:00
1 parent 072d13734c
commit fa5025b626
18 files changed
+1449 -27

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+4
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@@ -21,3 +21,7 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body, self)
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area, self)
+8
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@@ -0,0 +1,8 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body,coin)
func _on_body_entered(body: Node2D) -> void:
if body is Player:
coinCollectedSignal.emit(body,self)
+1
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@@ -0,0 +1 @@
uid://xi6t77dsj108
+56 -2
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@@ -9,6 +9,18 @@ var currentScene:String = "res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 10
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers=[15,10,8]
var currentLevel=0
var coinsCollected = 0
var playerHealth = 100
var playerStartingHealth = 100
var enemiesDict={}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
@@ -18,11 +30,15 @@ func _ready() -> void:
timer.connect("timeout", secondCounter)
timer.start()
func reset()->void:
timeAvailable = timers[currentLevel]
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:
@@ -51,10 +67,48 @@ func crateUpdate(cratesAmount)->void:
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:
enemiesDict[body]["health"] -= 10
if enemiesDict[body]["health"]<=0:
destroySignal.emit(body)
destroySignal.emit(bullet)
func _on_coin_collected(body:Node2D, coin:Coin)->void:
print("GC knows coin collected")
coinsCollected +=1
destroySignal.emit(coin)
func totalCoins(value)->void:
print("GC knows coins remaining "+str(value))
if value <=0:
#no coins left in level
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(body:Node2D, slime:Slime)->void:
playerHealth -= enemiesDict[slime]["damage"]
print("GC knows damage from slime "+str(enemiesDict[slime]["damage"]))
print("GC knows slime damage to player "+str(playerHealth))
if playerHealth <=0:
print("YOU DED")
levelChangeSignal.emit(levels[currentLevel])
func addEnemyToLevel(slime:Slime)->void:
var randDamage:int = randi()%10
var enemyStat = {
"health":50,
"damage":randDamage
}
#put it in dictionary
enemiesDict[slime]=enemyStat
+42 -11
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@@ -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 slimes: Node2D = $"../Slimes"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
@@ -10,6 +11,10 @@ var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#resets the timer
#player health?
Gamecontroller.reset()
buildLevel()
@@ -21,18 +26,44 @@ func buildLevel()->void:
print("building level")
updateCrates()
updateTriggers()
updateCoins()
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 slimes:
var totalSlimes = 0
for obj in slimes.get_children():
if obj is Slime:
totalSlimes +=1
Gamecontroller.addEnemyToLevel(obj)
#hook up to game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
func updateCoins()->void:
if coins:
var totalCoins = 0
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
#hook up coin to gamecontroller
if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
#Any time coin destroyed update game controller
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
#tell game controller!
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 +74,7 @@ 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 +102,9 @@ 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)
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
+32
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@@ -0,0 +1,32 @@
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)
#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://c8o8u4tesokv5