week6 player enemy damage death cycle

This commit is contained in:
OddlyTimbot committed 2026-11-03 17:03:06 -05:00
1 parent c1bdb544a6
commit ed7e5c4740
12 files changed
+306 -25

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+4
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@@ -19,3 +19,7 @@ func _on_body_entered(body: Node2D) -> void:
func setSpeed(value)->void:
speed = value
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area, self)
+45 -2
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@@ -2,12 +2,20 @@ class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
signal damageSignal(body)
var numberOfCrates = 2
var totalCoins = 0
var coinsRemaining = 0
var coinsCollected = 0
var enemiesDict={}
var playerStats={
"health": 100,
"meleeDamage": 20,
"rangeDamage": 20
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
@@ -29,11 +37,22 @@ func _on_trigger(effect: Variant, Object: Variant) -> void:
if Object is Crate:
teleportSignal.emit(Object)
func _on_bullet_hit(body, bullet) -> void:
print("GC knows bullet hit")
func _on_bullet_hit(body, bullet) -> void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
#damage the slime
enemiesDict[body]["health"] -= playerStats.rangeDamage
if(enemiesDict[body]["health"] <=0):
print("enemy dead")
destroySignal.emit(body)
destroySignal.emit(bullet)
removeEnemyFromLevel(body)
else:
print("enemy damaged")
destroySignal.emit(bullet)
damageSignal.emit(body)
func crateTotal(amount)->void:
@@ -50,3 +69,27 @@ func coinCollected(body, coin)->void:
#give them a coin
coinsCollected +=1
destroySignal.emit(coin)
func slimeAttack(body, slime)->void:
print("GC knows slime attacked player for "+str(enemiesDict[slime].meleeDamage))
playerStats.health -= enemiesDict[slime].meleeDamage
if playerStats.health <=0:
#kill the player
destroySignal.emit(body)
else:
#damage the player
print("you took damage")
damageSignal.emit(body)
func addEnemyToLevel(enemy:Slime)->void:
#make some stats for the bad guy
var stats = {
"health": 100,
"meleeDamage": 10
}
#add em to a dictionary of enemies
enemiesDict[enemy]=stats
func removeEnemyFromLevel(enemy)->void:
enemiesDict.erase(enemy)
func levelChange()->void:
print("change levels (reload)")
get_tree().reload_current_scene()
+18 -6
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@@ -11,10 +11,11 @@ class_name Player extends CharacterBody2D
var direction
signal bulletSignal(pos, speed)
signal deathCompleteSignal
enum FaceDirection {LEFT,RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING}
enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING, HURT, DEAD}
var current_player_state:PlayerStates = PlayerStates.IDLE
var upJump:bool = false
@@ -31,8 +32,8 @@ func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
handle_input()
if not current_player_state == PlayerStates.DEAD:
handle_input()
handle_movement()
handle_states()
handle_animations()
@@ -40,7 +41,11 @@ func _physics_process(delta: float) -> void:
handle_collisions()
func takeDamage()->void:
current_player_state = PlayerStates.HURT
func kill()->void:
current_player_state = PlayerStates.DEAD
func handle_input()->void:
# Handle shoot
if Input.is_action_just_pressed("shoot"):
@@ -91,7 +96,6 @@ func handle_collisions()->void:
c.get_collider().apply_central_impulse(-c.get_normal() * bump_power )
if right_cast.is_colliding():
print("Something on my right")
#get the thing I can shove
var collider = right_cast.get_collider()
if collider is RigidBody2D:
@@ -101,7 +105,6 @@ func handle_collisions()->void:
pushRightEnabled = false
if left_cast.is_colliding():
print("Something on my left")
var collider = left_cast.get_collider()
if collider is RigidBody2D:
pushLeftEnabled = true
@@ -133,9 +136,18 @@ func handle_animations()->void:
player_graphic.play("jump")
PlayerStates.FALLING:
player_graphic.play("fall")
PlayerStates.HURT:
player_graphic.play("hurt")
PlayerStates.DEAD:
player_graphic.play("death")
func _animation_finished() -> void:
match current_player_state:
PlayerStates.JUMPING:
upJump = false
PlayerStates.HURT:
current_player_state = PlayerStates.IDLE
PlayerStates.DEAD:
#death animation complete
deathCompleteSignal.emit()
+24 -1
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@@ -5,6 +5,7 @@ class_name SceneManager extends Node2D
@onready var player: Player = $"../Player"
@onready var crates: Node2D = $"../Crates"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
#recipe for bullets
var bullet = preload("res://scenes/bullet.tscn")
@@ -17,9 +18,12 @@ func _ready() -> void:
buildLevel()
game.teleportSignal.connect(teleport)
game.destroySignal.connect(destroy)
game.damageSignal.connect(damage)
player.bulletSignal.connect(makeBullet)
player.deathCompleteSignal.connect(game.levelChange)
updateCrates()
updateCoins()
updateEnemies()
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -50,6 +54,15 @@ func updateCoins()->void:
totalCoins +=1
game.coinTotal(totalCoins)
func updateEnemies()->void:
if enemies:
for obj in enemies.get_children():
var enemy = obj as Slime
if enemy:
game.addEnemyToLevel(enemy)
if not enemy.enemyAttackSignal.is_connected(game.slimeAttack):
enemy.enemyAttackSignal.connect(game.slimeAttack)
func buildLevel()->void:
if triggers:
for obj in triggers.get_children():
@@ -97,7 +110,17 @@ func destroy(target)->void:
target.queue_free()
if target is Coin:
target.queue_free()
if target is Slime:
target.queue_free()
if target is Player:
target.kill()
func damage(target)->void:
if target is Slime:
target.takeDamage()
if target is Player:
target.takeDamage()
func stash(target:Bullet)->void:
print("stash a bullet")
#hide the bullet off-screen
+9 -1
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@@ -14,7 +14,7 @@ var facing:FaceDirection = FaceDirection.RIGHT
#direction 1 move to right, 0 no movement, -1 to the left
var direction = 1
enum EnemyStates {RUN, ATTACK, SPAWN}
enum EnemyStates {RUN, ATTACK, SPAWN, HURT}
var currentEnemyState:EnemyStates = EnemyStates.SPAWN
@@ -29,6 +29,9 @@ func _process(delta: float) -> void:
handleStates()
handleAnimation()
handleCollisions()
func takeDamage()->void:
currentEnemyState = EnemyStates.HURT
func handleMovement(delta)->void:
position.x += direction*speed*delta
@@ -51,6 +54,9 @@ func handleAnimation()->void:
slime_graphic.play("run")
EnemyStates.ATTACK:
slime_graphic.play("attack")
EnemyStates.HURT:
#swap for a hurt animation
slime_graphic.play("attack")
func handleCollisions()->void:
if not right_down_cast.is_colliding():
@@ -84,3 +90,5 @@ func _on_animation_finished() -> void:
EnemyStates.ATTACK:
currentEnemyState = EnemyStates.RUN
direction = (randi() % 2) *2 -1
EnemyStates.HURT:
currentEnemyState = EnemyStates.RUN