enemies, gamecontroller, playerdeath, coins

This commit is contained in:
OddlyTimbot 2024-12-16 21:14:32 -05:00
parent 0df4295b7c
commit a5f092f125
21 changed files with 705 additions and 92 deletions

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@ -15,6 +15,10 @@ run/main_scene="res://scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus") config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload]
GameController="*res://scripts/game_controller.gd"
[display] [display]
window/size/viewport_width=320 window/size/viewport_width=320

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atlas = ExtResource("2_t63lx")
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@ -96,6 +154,58 @@ region = Rect2(336, 0, 48, 48)
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frame_progress = 1.0
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atlas = ExtResource("1_o2b12")
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atlas = ExtResource("1_o2b12")
region = Rect2(160, 0, 16, 16)
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atlas = ExtResource("1_o2b12")
region = Rect2(176, 0, 16, 16)
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script = ExtResource("1_7lr2g")
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@ -1,4 +1,4 @@
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[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"]
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tile_data = PackedInt32Array(0, 262144, 0, 65536, 262144, 1, 131072, 262144, 1, 196608, 262144, 2) 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") texture = ExtResource("2_nbj6c")
[node name="TileMapLayer" type="TileMapLayer" parent="."] [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") tile_set = SubResource("TileSet_wyq3g")
[node name="SceneManager" type="Node" parent="."] [node name="SceneManager" type="Node" parent="."]
@ -441,14 +443,21 @@ metadata/_edit_group_ = true
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shape = SubResource("WorldBoundaryShape2D_c5gsu") shape = SubResource("WorldBoundaryShape2D_c5gsu")
[node name="Parallax2D" type="Parallax2D" parent="."] [node name="coins" type="Node" parent="."]
scroll_scale = Vector2(2, 1)
repeat_size = Vector2(320, 0)
[node name="Sprite2D" type="Sprite2D" parent="Parallax2D"] [node name="Coin" parent="coins" instance=ExtResource("9_6tlsy")]
texture_filter = 1 position = Vector2(208, 90)
position = Vector2(160, 150)
scale = Vector2(1, 0.3) [node name="Coin2" parent="coins" instance=ExtResource("9_6tlsy")]
texture = ExtResource("2_nbj6c") 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"] [connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

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@ -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()

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@ -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()

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@ -17,93 +17,117 @@ var pushLeftEnabled = false
var pushRightEnabled = false var pushRightEnabled = false
var isJumping = false var isJumping = false
var animPlaying = "idle"
var living = true
signal playerDead
@onready var right_target: Node2D = $RightTarget @onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget @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: func _physics_process(delta: float) -> void:
# Add the gravity. if living and not animPlaying =="hurt":
if not is_on_floor(): # Add the gravity.
velocity += get_gravity() * delta if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump. # Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor(): if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration. # Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions. # As good practice, you should replace UI actions with custom gameplay actions.
var direction := Input.get_axis("ui_left", "ui_right") var direction := Input.get_axis("ui_left", "ui_right")
if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false: if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
print("Shove a box") print("Shove a box")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 ) pushTarget.apply_central_impulse(Vector2(1,0) * PUSHFORCE * 2 )
pushRightEnabled = false 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
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(): if faceLeft:
var c = get_slide_collision(i) playerSprite.flip_h = true
if c.get_collider() is RigidBody2D: else:
c.get_collider().apply_central_impulse(-c.get_normal() * BUMPFORCE) 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()

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@ -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

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@ -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

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@ -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

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@ -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

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@ -3,9 +3,29 @@ extends Node
var bulletsFiredTotal :=0 var bulletsFiredTotal :=0
var bulletsMadeTotal :=0 var bulletsMadeTotal :=0
var bulletArray:Array = [] 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") 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(): func bulletFactory():
print("Make a bullet at the factory") print("Make a bullet at the factory")
var mybullet var mybullet
@ -28,3 +48,14 @@ func onBulletHit(bullet, body):
if body.is_in_group("shootable"): if body.is_in_group("shootable"):
print("explode this thing") print("explode this thing")
body.queue_free() body.queue_free()
func hurtPlayer(amt):
player.hurtPlayer(amt)
func killPlayer():
player.killPlayer()
func deadPlayer():
GameController.reset()
get_tree().reload_current_scene()