enemies, gamecontroller, playerdeath, coins
This commit is contained in:
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0df4295b7c
commit
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|
||||
region = Rect2(80, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_myst1"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(96, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_rwemh"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(112, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_8djgs"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(128, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ldsox"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(144, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_4ljys"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(160, 0, 16, 16)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_mq67e"]
|
||||
atlas = ExtResource("1_o2b12")
|
||||
region = Rect2(176, 0, 16, 16)
|
||||
|
||||
[sub_resource type="SpriteFrames" id="SpriteFrames_eujox"]
|
||||
animations = [{
|
||||
"frames": [{
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_1h4vi")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_eeq2t")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_be0hj")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_tlsoj")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_f0lcn")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_7f8i4")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_myst1")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_rwemh")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_8djgs")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_ldsox")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_4ljys")
|
||||
}, {
|
||||
"duration": 1.0,
|
||||
"texture": SubResource("AtlasTexture_mq67e")
|
||||
}],
|
||||
"loop": true,
|
||||
"name": &"default",
|
||||
"speed": 12.0
|
||||
}]
|
||||
|
||||
[node name="Area2D" type="Area2D"]
|
||||
script = ExtResource("1_7lr2g")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
scale = Vector2(0.48, 0.520001)
|
||||
shape = SubResource("CircleShape2D_5x4sn")
|
||||
|
||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
|
||||
texture_filter = 1
|
||||
sprite_frames = SubResource("SpriteFrames_eujox")
|
||||
autoplay = "default"
|
||||
|
||||
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
|
@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=14 format=4 uid="uid://cmh68gsfunmwa"]
|
||||
[gd_scene load_steps=16 format=4 uid="uid://cmh68gsfunmwa"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://vwe7rit3r0ho" path="res://assets/graphics/environment/background/forestbackground.png" id="1_6g8gi"]
|
||||
[ext_resource type="Texture2D" uid="uid://bvbxh8nxgekny" path="res://assets/graphics/environment/terrain/Terrain (32x32).png" id="1_n0y6d"]
|
||||
@ -8,6 +8,8 @@
|
||||
[ext_resource type="Texture2D" uid="uid://ceoscwflxdsej" path="res://assets/graphics/environment/background/midground.png" id="2_nbj6c"]
|
||||
[ext_resource type="Script" path="res://scripts/trigger.gd" id="2_tsnf5"]
|
||||
[ext_resource type="PackedScene" uid="uid://dm71h7adhhf8u" path="res://scenes/box.tscn" id="3_pi0u1"]
|
||||
[ext_resource type="PackedScene" uid="uid://0e20afji7t11" path="res://scenes/coin.tscn" id="9_6tlsy"]
|
||||
[ext_resource type="PackedScene" uid="uid://do41rhebtm7vw" path="res://scenes/badguy.tscn" id="10_rpj3s"]
|
||||
|
||||
[sub_resource type="TileMapPattern" id="TileMapPattern_mkieg"]
|
||||
tile_data = PackedInt32Array(0, 262144, 0, 65536, 262144, 1, 131072, 262144, 1, 196608, 262144, 2)
|
||||
@ -404,7 +406,7 @@ position = Vector2(160, 90)
|
||||
texture = ExtResource("2_nbj6c")
|
||||
|
||||
[node name="TileMapLayer" type="TileMapLayer" parent="."]
|
||||
tile_map_data = PackedByteArray("AAAAAAUAAAAAAAQAAAABAAUAAAABAAQAAAACAAUAAAABAAQAAAADAAUAAAABAAQAAAAEAAUAAAABAAQAAAAFAAUAAAABAAQAAAAGAAUAAAABAAQAAAAHAAUAAAABAAQAAAAIAAUAAAABAAQAAAAJAAUAAAABAAQAAAAKAAUAAAABAAQAAAALAAUAAAABAAQAAAAMAAUAAAABAAQAAAANAAUAAAABAAQAAAAOAAUAAAABAAQAAAAPAAUAAAABAAQAAAAQAAUAAAABAAQAAAARAAUAAAABAAQAAAASAAUAAAABAAQAAAATAAUAAAABAAQAAAAUAAUAAAABAAQAAAAVAAUAAAACAAQAAAAGAAMAAAAEAAQAAAAIAAIAAAAEAAQAAAAAAAMAAAAEAAIAAAAAAAIAAAAEAAEAAAAAAAEAAAAEAAAAAAALAAIAAAAAAAAAAAAMAAIAAAABAAAAAAANAAIAAAABAAAAAAAOAAIAAAACAAAAAAAOAAMAAAACAAIAAAANAAMAAAABAAIAAAAMAAMAAAABAAIAAAALAAMAAAAAAAIAAAAKAAAAAAAAAAQAAAALAAAAAAABAAQAAAAMAAAAAAAQAAQAAAAMAP//AAAEAAAAAAAOAP7/AAAEAAQAAAA=")
|
||||
tile_map_data = PackedByteArray("AAAAAAUAAAAAAAQAAAABAAUAAAABAAQAAAACAAUAAAABAAQAAAADAAUAAAABAAQAAAAEAAUAAAABAAQAAAAFAAUAAAABAAQAAAAGAAUAAAABAAQAAAAHAAUAAAABAAQAAAAIAAUAAAABAAQAAAAJAAUAAAABAAQAAAAKAAUAAAABAAQAAAALAAUAAAABAAQAAAAMAAUAAAABAAQAAAANAAUAAAABAAQAAAAOAAUAAAABAAQAAAAPAAUAAAABAAQAAAAQAAUAAAABAAQAAAARAAUAAAABAAQAAAASAAUAAAABAAQAAAATAAUAAAABAAQAAAAUAAUAAAABAAQAAAAVAAUAAAACAAQAAAAGAAMAAAAEAAQAAAAIAAIAAAAEAAQAAAAAAAMAAAAEAAIAAAAAAAIAAAAEAAEAAAAAAAEAAAAEAAAAAAALAAIAAAAAAAAAAAAMAAIAAAABAAAAAAANAAIAAAABAAAAAAAOAAIAAAAHAAQAAAAOAAMAAAACAAIAAAANAAMAAAABAAIAAAAMAAMAAAABAAIAAAALAAMAAAAAAAIAAAAKAAAAAAAAAAQAAAALAAAAAAABAAQAAAAMAAAAAAAQAAQAAAAMAP//AAAEAAAAAAAOAP7/AAAEAAQAAAAOAAEAAAAEAAAAAAA=")
|
||||
tile_set = SubResource("TileSet_wyq3g")
|
||||
|
||||
[node name="SceneManager" type="Node" parent="."]
|
||||
@ -441,14 +443,21 @@ metadata/_edit_group_ = true
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
|
||||
shape = SubResource("WorldBoundaryShape2D_c5gsu")
|
||||
|
||||
[node name="Parallax2D" type="Parallax2D" parent="."]
|
||||
scroll_scale = Vector2(2, 1)
|
||||
repeat_size = Vector2(320, 0)
|
||||
[node name="coins" type="Node" parent="."]
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Parallax2D"]
|
||||
texture_filter = 1
|
||||
position = Vector2(160, 150)
|
||||
scale = Vector2(1, 0.3)
|
||||
texture = ExtResource("2_nbj6c")
|
||||
[node name="Coin" parent="coins" instance=ExtResource("9_6tlsy")]
|
||||
position = Vector2(208, 90)
|
||||
|
||||
[node name="Coin2" parent="coins" instance=ExtResource("9_6tlsy")]
|
||||
position = Vector2(273, 58)
|
||||
|
||||
[node name="Coin3" parent="coins" instance=ExtResource("9_6tlsy")]
|
||||
position = Vector2(422, 58)
|
||||
|
||||
[node name="enemies" type="Node" parent="."]
|
||||
|
||||
[node name="Area2D2" parent="enemies" instance=ExtResource("10_rpj3s")]
|
||||
position = Vector2(386, 51)
|
||||
metadata/_edit_group_ = true
|
||||
|
||||
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
|
||||
|
39
novembergame/scripts/badguy.gd
Normal file
39
novembergame/scripts/badguy.gd
Normal file
@ -0,0 +1,39 @@
|
||||
class_name BadGuy extends Area2D
|
||||
|
||||
signal playerDamage
|
||||
var direction = 1
|
||||
const speed =60
|
||||
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
|
||||
@onready var cast_right: RayCast2D = $CastRight
|
||||
@onready var cast_left: RayCast2D = $CastLeft
|
||||
@onready var cast_floor_right: RayCast2D = $CastFloorRight
|
||||
@onready var cast_floor_left: RayCast2D = $CastFloorLeft
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
if cast_right.is_colliding():
|
||||
if not cast_right.get_collider().is_in_group("player"):
|
||||
direction = -1
|
||||
sprite.flip_h = true
|
||||
if cast_left.is_colliding():
|
||||
if not cast_left.get_collider().is_in_group("player"):
|
||||
direction = 1
|
||||
sprite.flip_h = false
|
||||
if not cast_floor_right.is_colliding():
|
||||
direction =-1
|
||||
sprite.flip_h = true
|
||||
if not cast_floor_left.is_colliding():
|
||||
direction = 1
|
||||
sprite.flip_h = false
|
||||
|
||||
position.x += direction * speed * delta
|
||||
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
if body.is_in_group("player"):
|
||||
playerDamage.emit()
|
12
novembergame/scripts/coin.gd
Normal file
12
novembergame/scripts/coin.gd
Normal file
@ -0,0 +1,12 @@
|
||||
class_name Coin extends Area2D
|
||||
|
||||
signal coinCollected
|
||||
|
||||
|
||||
|
||||
|
||||
func _on_body_entered(body: Node2D) -> void:
|
||||
if body.is_in_group("player"):
|
||||
coinCollected.emit()
|
||||
queue_free()
|
||||
|
@ -17,93 +17,117 @@ var pushLeftEnabled = false
|
||||
var pushRightEnabled = false
|
||||
var isJumping = false
|
||||
|
||||
var animPlaying = "idle"
|
||||
var living = true
|
||||
|
||||
signal playerDead
|
||||
|
||||
@onready var right_target: Node2D = $RightTarget
|
||||
@onready var left_target: Node2D = $LeftTarget
|
||||
|
||||
func hurtPlayer(amt):
|
||||
print("Character knows it should be hurt")
|
||||
animPlaying = "hurt"
|
||||
playerSprite.play("hurt")
|
||||
|
||||
func killPlayer():
|
||||
if living:
|
||||
living = false
|
||||
animPlaying = "death"
|
||||
playerSprite.play(animPlaying)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
if living and not animPlaying =="hurt":
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
# Handle jump.
|
||||
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var direction := Input.get_axis("ui_left", "ui_right")
|
||||
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
|
||||
print("Shove a box")
|
||||
pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 )
|
||||
pushRightEnabled = false
|
||||
|
||||
if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE *2 )
|
||||
pushLeftEnabled = false
|
||||
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
print("Shoot a bullet")
|
||||
var myBullet = %SceneManager.bulletFactory()
|
||||
if not faceLeft:
|
||||
myBullet.transform = right_target.global_transform
|
||||
myBullet.setSpeed(700)
|
||||
if faceLeft ==true:
|
||||
myBullet.transform = left_target.global_transform
|
||||
myBullet.setSpeed(-700)
|
||||
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction >0:
|
||||
faceLeft = false
|
||||
if direction < 0:
|
||||
faceLeft = true
|
||||
else:#TODO: implement jump
|
||||
pass
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
if faceLeft:
|
||||
playerSprite.flip_h = true
|
||||
else:
|
||||
playerSprite.flip_h = false
|
||||
|
||||
if is_on_floor():
|
||||
isJumping = false
|
||||
if direction == 0:
|
||||
playerSprite.play("idle")
|
||||
else:
|
||||
playerSprite.play("run")
|
||||
else:
|
||||
if not isJumping:
|
||||
playerSprite.play("jump")
|
||||
isJumping = true
|
||||
|
||||
move_and_slide()
|
||||
if right_ray.is_colliding():
|
||||
print("Something is on my right")
|
||||
if not faceLeft:
|
||||
var collider = right_ray.get_collider()
|
||||
if collider is Node:
|
||||
if collider.is_in_group("box"):
|
||||
print("This is a pushable box")
|
||||
pushTarget = collider
|
||||
pushRightEnabled = true
|
||||
else:
|
||||
pushRightEnabled = false
|
||||
|
||||
if left_ray.is_colliding():
|
||||
if faceLeft:
|
||||
var collider = left_ray.get_collider()
|
||||
if collider is Node:
|
||||
if collider.is_in_group("box"):
|
||||
pushTarget = collider
|
||||
pushLeftEnabled = true
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
# Get the input direction and handle the movement/deceleration.
|
||||
# As good practice, you should replace UI actions with custom gameplay actions.
|
||||
var direction := Input.get_axis("ui_left", "ui_right")
|
||||
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
|
||||
print("Shove a box")
|
||||
pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 )
|
||||
pushRightEnabled = false
|
||||
|
||||
if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
|
||||
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSHFORCE *2 )
|
||||
pushLeftEnabled = false
|
||||
|
||||
if Input.is_action_just_pressed("shoot"):
|
||||
print("Shoot a bullet")
|
||||
var myBullet = %SceneManager.bulletFactory()
|
||||
if not faceLeft:
|
||||
myBullet.transform = right_target.global_transform
|
||||
myBullet.setSpeed(700)
|
||||
if faceLeft ==true:
|
||||
myBullet.transform = left_target.global_transform
|
||||
myBullet.setSpeed(-700)
|
||||
|
||||
if direction:
|
||||
velocity.x = direction * SPEED
|
||||
if direction >0:
|
||||
faceLeft = false
|
||||
if direction < 0:
|
||||
faceLeft = true
|
||||
else:#TODO: implement jump
|
||||
pass
|
||||
velocity.x = move_toward(velocity.x, 0, SPEED)
|
||||
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMPFORCE)
|
||||
if faceLeft:
|
||||
playerSprite.flip_h = true
|
||||
else:
|
||||
playerSprite.flip_h = false
|
||||
|
||||
if is_on_floor():
|
||||
isJumping = false
|
||||
if direction == 0:
|
||||
playerSprite.play("idle")
|
||||
else:
|
||||
playerSprite.play("run")
|
||||
else:
|
||||
if not isJumping:
|
||||
playerSprite.play("jump")
|
||||
isJumping = true
|
||||
|
||||
move_and_slide()
|
||||
if right_ray.is_colliding():
|
||||
print("Something is on my right")
|
||||
if not faceLeft:
|
||||
var collider = right_ray.get_collider()
|
||||
if collider is Node:
|
||||
if collider.is_in_group("box"):
|
||||
print("This is a pushable box")
|
||||
pushTarget = collider
|
||||
pushRightEnabled = true
|
||||
else:
|
||||
pushRightEnabled = false
|
||||
|
||||
if left_ray.is_colliding():
|
||||
if faceLeft:
|
||||
var collider = left_ray.get_collider()
|
||||
if collider is Node:
|
||||
if collider.is_in_group("box"):
|
||||
pushTarget = collider
|
||||
pushLeftEnabled = true
|
||||
else:
|
||||
pushLeftEnabled = false
|
||||
|
||||
|
||||
|
||||
for i in get_slide_collision_count():
|
||||
var c = get_slide_collision(i)
|
||||
if c.get_collider() is RigidBody2D:
|
||||
c.get_collider().apply_central_impulse(-c.get_normal() * BUMPFORCE)
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
if animPlaying == "hurt":
|
||||
animPlaying ="idle"
|
||||
if animPlaying=="death":
|
||||
## emit a custom signal
|
||||
playerDead.emit()
|
||||
|
34
novembergame/scripts/game_controller.gd
Normal file
34
novembergame/scripts/game_controller.gd
Normal file
@ -0,0 +1,34 @@
|
||||
extends Node
|
||||
|
||||
var coinsCollected:int = 0
|
||||
var player:Resource
|
||||
|
||||
signal playerHurt(amt)
|
||||
signal playerDeath()
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
player = load("res://scripts/res/playerstats.tres")
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func coinCollected():
|
||||
coinsCollected +=1
|
||||
print("Total coins collected "+str(coinsCollected) )
|
||||
|
||||
func playerDamage():
|
||||
if player.health > 0:
|
||||
player.health -= 20
|
||||
if player.health <=0:
|
||||
## kill him
|
||||
playerDeath.emit()
|
||||
else:
|
||||
## damage him
|
||||
playerHurt.emit(20)
|
||||
func reset():
|
||||
player.health = player.max_health
|
||||
coinsCollected = 0
|
||||
|
6
novembergame/scripts/res/characterstats.gd
Normal file
6
novembergame/scripts/res/characterstats.gd
Normal file
@ -0,0 +1,6 @@
|
||||
class_name CharacterStats extends Resource
|
||||
|
||||
|
||||
@export var max_health:int = 100
|
||||
@export var starting_health: int = 100
|
||||
@export var health: int = 100
|
9
novembergame/scripts/res/enemystats.tres
Normal file
9
novembergame/scripts/res/enemystats.tres
Normal file
@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://dlllgnb2qyb2p"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_yv8hh"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_yv8hh")
|
||||
max_health = 50
|
||||
starting_health = 50
|
||||
health = 50
|
9
novembergame/scripts/res/playerstats.tres
Normal file
9
novembergame/scripts/res/playerstats.tres
Normal file
@ -0,0 +1,9 @@
|
||||
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bqbgmfbankxvw"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_8phuw"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_8phuw")
|
||||
max_health = 100
|
||||
starting_health = 100
|
||||
health = 100
|
@ -3,9 +3,29 @@ extends Node
|
||||
var bulletsFiredTotal :=0
|
||||
var bulletsMadeTotal :=0
|
||||
var bulletArray:Array = []
|
||||
@onready var coins: Node = $"../coins"
|
||||
@onready var enemies: Node = $"../enemies"
|
||||
|
||||
@onready var player: CharacterBody2D = $"../CharacterBody2D"
|
||||
|
||||
var bullet = preload("res://scenes/bullet.tscn")
|
||||
|
||||
func _ready() -> void:
|
||||
### coins loop
|
||||
for n in coins.get_children():
|
||||
print("coin found")
|
||||
n.coinCollected.connect(GameController.coinCollected)
|
||||
### enemies loop
|
||||
for n in enemies.get_children():
|
||||
print("enemy found")
|
||||
n.playerDamage.connect(GameController.playerDamage)
|
||||
|
||||
## wire up GameController signals to Player
|
||||
GameController.playerHurt.connect(hurtPlayer)
|
||||
GameController.playerDeath.connect(killPlayer)
|
||||
|
||||
player.playerDead.connect(deadPlayer)
|
||||
|
||||
func bulletFactory():
|
||||
print("Make a bullet at the factory")
|
||||
var mybullet
|
||||
@ -28,3 +48,14 @@ func onBulletHit(bullet, body):
|
||||
if body.is_in_group("shootable"):
|
||||
print("explode this thing")
|
||||
body.queue_free()
|
||||
|
||||
func hurtPlayer(amt):
|
||||
player.hurtPlayer(amt)
|
||||
|
||||
func killPlayer():
|
||||
player.killPlayer()
|
||||
|
||||
func deadPlayer():
|
||||
GameController.reset()
|
||||
get_tree().reload_current_scene()
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user