game saving like for real, bad guy movement, player damage, player death, ui with controls labels
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b40f2baaa7
commit
f772a9e736
18 files changed
+493
-13
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@@ -20,12 +20,18 @@ 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(stashData)
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signal countDownSignal(time)
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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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# load in characters
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@@ -40,6 +46,14 @@ func _ready():
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timer.start()
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#$TimerLabel.text = str(timeLimit)
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func _process(delta: float) -> void:
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if Input.is_action_just_pressed("save"):
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print("save")
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saveGame()
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if Input.is_action_just_pressed("load"):
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print("load")
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loadGame()
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func secondCounter() -> void:
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#timeLimit -= 1
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#$TimerLabel.text = str(timeLimit)
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@@ -49,6 +63,7 @@ func secondCounter() -> void:
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#class
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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 lose baby!")
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levelChangeSignal.emit(levels[currentLevel])
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@@ -78,6 +93,7 @@ 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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print("you won")
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@@ -97,17 +113,25 @@ func _on_slime_damage(body, slime):
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print("Player Health " + str(playerCurrentHealth) + " of " + str(player.starting_health))
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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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#totalEnemies = 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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var enemyStat = {
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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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@@ -124,4 +148,27 @@ func bulletDamage(area, bullet) -> void:
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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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print("saving...")
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gameSaveSignal.emit(currentLevel, timeAvailable, playerCurrentHealth, enemiesDict)
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func loadGame() -> void:
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if not ResourceLoader.exists("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres"):
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return
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var saved_game:SaveObject = load("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres")
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print("loading...")
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enemiesDict.clear()
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stashData = saved_game.gameSave
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gameLoadSignal.emit(stashData)
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func stashGame(stash) -> void:
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print("stashing...")
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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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+21
-2
@@ -9,7 +9,7 @@ var direction:float = 0
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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: RayCast2D = $RightCast
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@@ -28,14 +28,25 @@ var upJump:bool = false
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@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
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signal playerDeathCompleteSignal
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func _physics_process(delta: float) -> void:
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if current_state == State.HURT:
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return
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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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move_and_slide()
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handle_collision()
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func handleDamage(_health, _maxHealth):
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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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@@ -65,6 +76,10 @@ 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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@@ -158,3 +173,7 @@ func _on_animation_finished() -> void:
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current_state = State.IDLE
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else:
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current_state = State.RUNNING
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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 +1,19 @@
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[gd_resource type="Resource" script_class="SaveObject" load_steps=2 format=3 uid="uid://352f5gde8dxp"]
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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, -34, 284)],
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"cratesData": [Transform2D(-0.8802142, -0.47457656, 0.47457656, -0.8802142, -161.41519, 400.55682), Transform2D(0.9999821, -0.0059799734, 0.0059799734, 0.9999821, 8.116272, 38.237946)],
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"enemiesData": [{
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"damage": 13,
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"health": 10,
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"position": Transform2D(1, 0, 0, 1, 119.30582, 213)
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}],
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"playerData": {
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"health": 61.0,
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"position": Transform2D(1, 0, 0, 1, 94.80647, 212.99904)
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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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@@ -1,14 +1,20 @@
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class_name SceneManager extends Node2D
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var bullet = preload("res://scenes/bullet.tscn")
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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@onready var player: Player = $"../Player"
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@onready var crates: Node2D = $"../Crates"
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@onready var ui: UI = $"../CanvasLayer/UI"
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var bulletArray = []
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var totalAllowedBullets = 7
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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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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -26,6 +32,14 @@ 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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player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete)
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Gamecontroller.countDownSignal.connect(ui.timerUpdate)
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Gamecontroller.coinUpdateSignal.connect(ui.coinUpdate)
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func updateEnemies() -> void:
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var totalEnemies = 0
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@@ -86,3 +100,87 @@ 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")
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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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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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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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if crates:
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for crate in crates.get_children():
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crate.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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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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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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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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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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@@ -4,6 +4,7 @@ class_name Slime extends Area2D
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_down_cast: RayCast2D = $RightDownCast
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
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var speed:int = 100
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var direction = 1
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@@ -17,6 +18,19 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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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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elif 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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elif right_cast.is_colliding() and 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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elif left_cast.is_colliding() and 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 +1,24 @@
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class_name UI extends Control
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@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
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@onready var coins: Label = $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() -> void:
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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: float) -> void:
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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(remainingCoins):
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coins.text = "Coins: " + str(remainingCoins)
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@@ -0,0 +1 @@
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uid://nc5d7xcrrsgu
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