game saving like for real, bad guy movement, player damage, player death, ui with controls labels
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d5c87727b9
commit
208d93f5b4
19 files changed
+521
-26
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@@ -14,12 +14,18 @@ signal levelChangeSignal(level)
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signal destroySignal(body)
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signal playerDamagedSignal(health, maxHealth)
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signal playerDeathSignal
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signal gameSaveSignal(level, timeRemaining, playerHealth, enemiesDictionary)
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signal gameLoadSignal(stash)
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signal countDownSignal(timeRemaining)
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signal coinUpdateSignal(remainingCoins)
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var enemy:CharacterStats
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var player:CharacterStats
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var enemiesDict = {}
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var playerCurrentHealth:int =0
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var stashData={}
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -33,9 +39,12 @@ func _ready():
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timer.one_shot = false
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timer.connect("timeout", secondCounter)
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timer.start()
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func secondCounter()->void:
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timeAvailable -=1
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countDownSignal.emit(timeAvailable)
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if timeAvailable <=0:
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print("YOu LOOSAE Baby!")
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print(levels[currentLevel])
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@@ -48,7 +57,12 @@ func reset()->void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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if Input.is_action_just_pressed("save"):
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print("save the game")
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saveGame()
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if Input.is_action_just_pressed("load"):
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print("load the game")
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loadGame()
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func _on_trigger_fired(intent, body):
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@@ -64,6 +78,7 @@ func _on_coin_collected(body, coin):
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destroySignal.emit(coin)
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func totalCoins(value):
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coinUpdateSignal.emit(value)
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if value == 0:
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#you won
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currentLevel +=1
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@@ -82,11 +97,14 @@ func _on_slime_damage(_body, slime):
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else:
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print("Taking damage")
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playerDamagedSignal.emit(playerCurrentHealth, player.starting_health)
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func deathComplete()->void:
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levelChangeSignal.emit(levels[currentLevel])
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func totalEnemies(value):
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print("GC knows total enemies "+str(value))
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func addEnemyToLevel(slime)->void:
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func addEnemyToLevel(slime, _stat=null)->void:
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print("GC adding enemy")
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var randDamage:int = randi() % 10
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@@ -94,6 +112,11 @@ func addEnemyToLevel(slime)->void:
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"health": enemy.health,
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"damage": enemy.meleeDamage+randDamage
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}
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if _stat:
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enemyStat = {
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"health":_stat.health,
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"damage":_stat.damage
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}
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enemiesDict[slime]= enemyStat
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func bulletDamage(area,bullet)->void:
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@@ -110,3 +133,25 @@ func bulletDamage(area,bullet)->void:
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print("enemy damaged")
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func removeEnemyFromLevel(slime)->void:
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enemiesDict.erase(slime)
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func saveGame()->void:
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gameSaveSignal.emit(currentLevel, timeAvailable, playerCurrentHealth, enemiesDict)
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func loadGame()->void:
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if ResourceLoader.exists("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres"):
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var saved_game:SaveObject = load("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres")
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enemiesDict.clear()
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#get from loaded game save
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stashData = saved_game.gameSave
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print("loading the game")
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gameLoadSignal.emit(stashData)
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func stashGame(stash)->void:
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print("stashing game")
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stashData = stash
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var stashObject = SaveObject.new()
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stashObject.gameSave=stashData
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ResourceSaver.save(stashObject, "res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres")
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func playerHealth(value)->void:
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playerCurrentHealth = value
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+19
-2
@@ -7,7 +7,7 @@ var direction:float = 0
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@export var BUMP_POWER = 100
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum State{IDLE,JUMP,FALLING,RUNNING,SHOVE}
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enum State{IDLE,JUMP,FALLING,RUNNING,SHOVE,HURT,DEATH}
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var current_state:State = State.IDLE
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@onready var right_cast = $RightCast
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@@ -24,16 +24,24 @@ var upJump:bool = false
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@export var hard_gravity:float =1.5
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@onready var player_graphic = $PlayerGraphic
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signal playerDeathCompleteSignal
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func _physics_process(delta):
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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handle_input()
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if current_state != State.HURT:
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handle_input()
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handle_movement(delta)
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update_states()
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update_animation()
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move_and_slide()
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handle_collisions()
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func handleDamage(_health,_maxHealth)->void:
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current_state = State.HURT
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func handleDeath()->void:
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current_state = State.DEATH
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func update_states()->void:
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#Create a state machine
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match current_state:
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@@ -49,6 +57,7 @@ func update_states()->void:
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current_state = State.RUNNING
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State.RUNNING when velocity.x ==0:
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current_state = State.IDLE
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func update_animation()->void:
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match current_state:
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@@ -63,6 +72,10 @@ func update_animation()->void:
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player_graphic.play("run")
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State.SHOVE:
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player_graphic.play("shove")
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State.HURT:
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player_graphic.play("hurt")
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State.DEATH:
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player_graphic.play("death")
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func handle_input()->void:
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# Handle jump.
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@@ -152,3 +165,7 @@ func _on_animation_finished():
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upJump=false
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State.SHOVE:
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current_state = State.IDLE
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State.HURT:
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current_state = State.IDLE
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State.DEATH:
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playerDeathCompleteSignal.emit()
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@@ -0,0 +1,31 @@
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[gd_resource type="Resource" script_class="SaveObject" load_steps=2 format=3 uid="uid://cl4l7yk43rbao"]
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[ext_resource type="Script" uid="uid://ddp6q3gi13sw1" path="res://scripts/rscs/save_object.gd" id="1_a13pi"]
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[resource]
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script = ExtResource("1_a13pi")
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gameSave = {
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"coinsData": [Transform2D(1, 0, 0, 1.0000001, 435.00952, 343.5218), Transform2D(1, 0, 0, 1.0000001, 192.44662, 340.51724)],
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"cratesData": [Transform2D(0.00016496716, -1.0015213, 1.0023261, 0.00016483471, 230.14476, 534.2836), Transform2D(-1.0023261, -6.868146e-05, 6.873665e-05, -1.0015213, 486.98053, 534.2846), Transform2D(1.0023259, -0.0007010149, 0.0007015782, 1.0015211, 353.81284, 342.28403)],
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"enemiesData": [{
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"damage": 7,
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"health": 50,
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"position": Transform2D(1, 0, 0, 1.0000001, 736.34125, 339.51575)
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}, {
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"damage": 8,
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"health": 50,
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"position": Transform2D(1, 0, 0, 1.0000001, 535.8805, 340.51724)
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}, {
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"damage": 8,
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"health": 50,
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"position": Transform2D(1, 0, 0, 1.0000001, 483.75943, 339.51572)
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}, {
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"damage": 10,
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"health": 50,
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"position": Transform2D(1, 0, 0, 1.0000001, 437.652, 339.51575)
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}],
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"playerData": {
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"health": 67.0,
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"position": Transform2D(1, 0, 0, 1.0000197, 397.92346, 341.94016)
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}
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}
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@@ -0,0 +1,3 @@
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class_name SaveObject extends Resource
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@export var gameSave:Dictionary = {}
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@@ -0,0 +1 @@
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uid://ddp6q3gi13sw1
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@@ -7,5 +7,5 @@ script = ExtResource("1_ppipo")
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health = 50
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max_health = 50
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starting_health = 50
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meleeDamage = 5
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meleeDamage = 25
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metadata/_custom_type_script = "uid://oewo8kn4jbkl"
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@@ -2,8 +2,15 @@ class_name SceneManager extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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var grenade = preload("res://scenes/grenade.tscn")
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var coinScene = preload("res://scenes/coin.tscn")
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var crateScene = preload("res://scenes/crate.tscn")
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var enemyScene = preload("res://scenes/slime.tscn")
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@onready var coins = $"../Coins"
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@onready var enemies = $"../Enemies"
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@onready var player = $"../Player"
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@onready var crates = $"../Crates"
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@onready var ui = $"../CanvasLayer/ui"
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var bulletArray = []
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@@ -26,6 +33,15 @@ func buildLevel()->void:
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#Wire up signals from Gamecontroller
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Gamecontroller.levelChangeSignal.connect(changeScene)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.gameSaveSignal.connect(saveGameByLevel)
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Gamecontroller.gameLoadSignal.connect(loadGameByLevel)
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Gamecontroller.playerDamagedSignal.connect(player.handleDamage)
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Gamecontroller.playerDamagedSignal.connect(ui.healthUpdate)
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Gamecontroller.playerDeathSignal.connect(player.handleDeath)
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Gamecontroller.countDownSignal.connect(ui.timerUpdate)
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Gamecontroller.coinUpdateSignal.connect(ui.coinUpdate)
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player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete)
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func updateEnemies()->void:
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var totalEnemies = 0
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@@ -88,3 +104,89 @@ func changeScene(level)->void:
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func destroy(body)->void:
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body.queue_free()
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func loadGameByLevel(stash)->void:
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print("load the game")
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#get the player data from the stash
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var playerData = stash.playerData
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var coinsData = stash.coinsData
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var cratesData = stash.cratesData
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var enemiesData = stash.enemiesData
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#get rid of any existing coins
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if coins:
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for coin in coins.get_children():
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#remove the listeners
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coin.tree_exited.disconnect(updateCoins)
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coins.remove_child(coin)
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coin.queue_free()
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for trans in coinsData:
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var coinObj:Coin = coinScene.instantiate()
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coins.add_child(coinObj)
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coinObj.transform = trans
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updateCoins()
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#crates
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if crates:
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for crate in crates.get_children():
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crates.remove_child(crate)
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crate.queue_free()
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for crate in cratesData:
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var crateObj:RigidBody2D = crateScene.instantiate()
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crates.add_child(crateObj)
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crateObj.transform = crate
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#enemies
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if enemies:
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for enemy in enemies.get_children():
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enemies.remove_child(enemy)
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enemy.queue_free()
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for enemy in enemiesData:
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var enemyObj:Slime = enemyScene.instantiate()
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enemies.add_child(enemyObj)
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enemyObj.transform = enemy.position
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Gamecontroller.addEnemyToLevel(enemyObj, enemy)
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player.transform = playerData.position
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#tell the game controller the players health
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Gamecontroller.playerHealth(playerData.health)
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func saveGameByLevel(currentLevel:int, timeAvailable:int, playerCurrentHealth:float, enemiesDict:Dictionary)->void:
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print("Saving Game")
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print(playerCurrentHealth)
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print(player.transform)
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var playerData={
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"health":playerCurrentHealth,
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"position":player.transform
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}
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# coin save info
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var coinDataArray:Array
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if coins:
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for coin in coins.get_children():
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print(coin.transform)
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coinDataArray.push_front(coin.transform)
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var crateDataArray:Array
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if crates:
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for crate in crates.get_children():
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crateDataArray.push_front(crate.transform)
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#enemies
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var enemyDataArray:Array
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for enemyKey in enemiesDict:
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print("ENEMY FOUND")
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print(enemyKey.transform)
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print(enemiesDict[enemyKey].health)
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print(enemiesDict[enemyKey].damage)
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var enemy={
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"position":enemyKey.transform,
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"health":enemiesDict[enemyKey].health,
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"damage":enemiesDict[enemyKey].damage
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}
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enemyDataArray.push_front(enemy)
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var stash={
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"playerData":playerData,
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"coinsData": coinDataArray,
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"cratesData": crateDataArray,
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"enemiesData":enemyDataArray
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}
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Gamecontroller.stashGame(stash)
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@@ -3,6 +3,7 @@ class_name Slime extends Area2D
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@onready var left_cast = $LeftCast
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@onready var right_down_cast = $RightDownCast
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@onready var left_down_cast = $LeftDownCast
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@onready var slime_graphic = $SlimeGraphic
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var speed:int = 100
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var direction = 1
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@@ -15,6 +16,23 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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#raycast detection
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if not right_down_cast.is_colliding():
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direction = -1
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slime_graphic.flip_h = true
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if not left_down_cast.is_colliding():
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direction = 1
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slime_graphic.flip_h = false
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if right_cast.is_colliding() && not right_cast.get_collider() is Player:
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direction = -1
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slime_graphic.flip_h = true
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if left_cast.is_colliding() && not left_cast.get_collider() is Player:
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direction = 1
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slime_graphic.flip_h = false
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position.x += direction * speed * delta
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@@ -0,0 +1,23 @@
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class_name UI extends Control
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@onready var health = $VBoxContainer/HBoxContainer/MarginContainer/health
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@onready var timer = $VBoxContainer/HBoxContainer/MarginContainer2/timer
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@onready var coins = $VBoxContainer/HBoxContainer/MarginContainer3/coins
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func healthUpdate(currentHealth, maxHealth):
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health.text = "Health: "+str(currentHealth)
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func timerUpdate(timeRemaining):
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timer.text=str(timeRemaining)
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func coinUpdate(coinsRemaining):
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coins.text = "Coins: "+str(coinsRemaining)
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@@ -0,0 +1 @@
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uid://8ysbh26qa33o
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Reference in new issue
Block a user