game saving like for real, bad guy movement, player damage, player death, ui with controls labels

This commit is contained in:
RudyIm committed 2025-11-10 21:17:58 -05:00
1 parent b40f2baaa7
commit f772a9e736
18 files changed
+493 -13

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+48 -1
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@@ -20,12 +20,18 @@ signal levelChangeSignal(level)
signal destroySignal(body)
signal playerDamagedSignal(health, maxHealth)
signal playerDeathSignal
signal gameSaveSignal(level, timeRemaining, playerHealth, enemiesDictionary)
signal gameLoadSignal(stashData)
signal countDownSignal(time)
signal coinUpdateSignal(remainingCoins)
var enemy:CharacterStats
var player:CharacterStats
var enemiesDict = {}
var playerCurrentHealth:int = 0
var stashData = {}
# Called when the node enters the scene tree for the first time.
func _ready():
# load in characters
@@ -40,6 +46,14 @@ func _ready():
timer.start()
#$TimerLabel.text = str(timeLimit)
func _process(delta: float) -> void:
if Input.is_action_just_pressed("save"):
print("save")
saveGame()
if Input.is_action_just_pressed("load"):
print("load")
loadGame()
func secondCounter() -> void:
#timeLimit -= 1
#$TimerLabel.text = str(timeLimit)
@@ -49,6 +63,7 @@ func secondCounter() -> void:
#class
timeAvailable -= 1
countDownSignal.emit(timeAvailable)
if timeAvailable <= 0:
print("You lose baby!")
levelChangeSignal.emit(levels[currentLevel])
@@ -78,6 +93,7 @@ func _on_coin_collected(body, coin):
destroySignal.emit(coin)
func totalCoins(value):
coinUpdateSignal.emit(value)
if value == 0:
# you won
print("you won")
@@ -97,17 +113,25 @@ func _on_slime_damage(body, slime):
print("Player Health " + str(playerCurrentHealth) + " of " + str(player.starting_health))
playerDamagedSignal.emit(playerCurrentHealth, player.starting_health)
func deathComplete() -> void:
levelChangeSignal.emit(levels[currentLevel])
func totalEnemies(value):
print("GC knows total enemies " + str(value))
#totalEnemies = value
func addEnemyToLevel(slime) -> void:
func addEnemyToLevel(slime, _stat=null) -> void:
print("GC adding enemy")
var randDamage:int = randi() % 10
var enemyStat = {
"health": enemy.health,
"damage": enemy.meleeDamage + randDamage
}
if _stat:
enemyStat = {
"health": _stat.health,
"damage": _stat.damage
}
enemiesDict[slime] = enemyStat
func bulletDamage(area, bullet) -> void:
@@ -124,4 +148,27 @@ func bulletDamage(area, bullet) -> void:
func removeEnemyFromLevel(slime) -> void:
enemiesDict.erase(slime)
func saveGame() -> void:
print("saving...")
gameSaveSignal.emit(currentLevel, timeAvailable, playerCurrentHealth, enemiesDict)
func loadGame() -> void:
if not ResourceLoader.exists("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres"):
return
var saved_game:SaveObject = load("res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres")
print("loading...")
enemiesDict.clear()
stashData = saved_game.gameSave
gameLoadSignal.emit(stashData)
func stashGame(stash) -> void:
print("stashing...")
stashData = stash
var stashObject = SaveObject.new()
stashObject.gameSave = stashData
ResourceSaver.save(stashObject, "res://scripts/rscs/level"+str(currentLevel)+"_gameSaveStats.tres")
func playerHealth(value) -> void:
playerCurrentHealth = value
+21 -2
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@@ -9,7 +9,7 @@ var direction:float = 0
enum FaceDirection{LEFT, RIGHT}
var facing:FaceDirection = FaceDirection.RIGHT
enum State{IDLE, JUMP, FALLING, RUNNING, SHOVE}
enum State{IDLE, JUMP, FALLING, RUNNING, SHOVE, HURT, DEATH}
var current_state:State = State.IDLE
@onready var right_cast: RayCast2D = $RightCast
@@ -28,14 +28,25 @@ var upJump:bool = false
@onready var player_graphic: AnimatedSprite2D = $PlayerGraphic
signal playerDeathCompleteSignal
func _physics_process(delta: float) -> void:
if current_state == State.HURT:
return
handle_input()
handle_movement(delta)
update_states()
update_animation()
move_and_slide()
move_and_slide()
handle_collision()
func handleDamage(_health, _maxHealth):
current_state = State.HURT
func handleDeath()->void:
current_state = State.DEATH
func update_states()->void:
# create a state machine
match current_state:
@@ -65,6 +76,10 @@ func update_animation()->void:
player_graphic.play("run")
State.SHOVE:
player_graphic.play("shove")
State.HURT:
player_graphic.play("hurt")
State.DEATH:
player_graphic.play("death")
func handle_input()->void:
# Handle jump.
@@ -158,3 +173,7 @@ func _on_animation_finished() -> void:
current_state = State.IDLE
else:
current_state = State.RUNNING
State.HURT:
current_state = State.IDLE
State.DEATH:
playerDeathCompleteSignal.emit()
+19
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@@ -0,0 +1,19 @@
[gd_resource type="Resource" script_class="SaveObject" load_steps=2 format=3 uid="uid://352f5gde8dxp"]
[ext_resource type="Script" uid="uid://ddp6q3gi13sw1" path="res://scripts/rscs/save_object.gd" id="1_a13pi"]
[resource]
script = ExtResource("1_a13pi")
gameSave = {
"coinsData": [Transform2D(1, 0, 0, 1, -34, 284)],
"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)],
"enemiesData": [{
"damage": 13,
"health": 10,
"position": Transform2D(1, 0, 0, 1, 119.30582, 213)
}],
"playerData": {
"health": 61.0,
"position": Transform2D(1, 0, 0, 1, 94.80647, 212.99904)
}
}
+3
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@@ -0,0 +1,3 @@
class_name SaveObject extends Resource
@export var gameSave:Dictionary = {}
+1
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@@ -0,0 +1 @@
uid://ddp6q3gi13sw1
+99 -1
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@@ -1,14 +1,20 @@
class_name SceneManager extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var crates: Node2D = $"../Crates"
@onready var ui: UI = $"../CanvasLayer/UI"
var bulletArray = []
var totalAllowedBullets = 7
var bullet = preload("res://scenes/bullet.tscn")
var grenade = preload("res://scenes/grenade.tscn")
var coinScene = preload("res://scenes/coin.tscn")
var crateScene = preload("res://scenes/crate.tscn")
var enemyScene = preload("res://scenes/slime.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -26,6 +32,14 @@ func buildLevel() -> void:
# wire up signals from GameController
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.gameSaveSignal.connect(saveGameByLevel)
Gamecontroller.gameLoadSignal.connect(loadGameByLevel)
Gamecontroller.playerDamagedSignal.connect(player.handleDamage)
Gamecontroller.playerDamagedSignal.connect(ui.healthUpdate)
Gamecontroller.playerDeathSignal.connect(player.handleDeath)
player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete)
Gamecontroller.countDownSignal.connect(ui.timerUpdate)
Gamecontroller.coinUpdateSignal.connect(ui.coinUpdate)
func updateEnemies() -> void:
var totalEnemies = 0
@@ -86,3 +100,87 @@ func changeScene(level) -> void:
func destroy(body) -> void:
body.queue_free()
func loadGameByLevel(stash) -> void:
print("load")
# get the player data from the stash
var playerData = stash.playerData
var coinsData = stash.coinsData
var cratesData = stash.cratesData
var enemiesData = stash.enemiesData
player.transform = playerData.position
# tell the game controller the players health
Gamecontroller.playerHealth(playerData.health)
if coins:
for coin in coins.get_children():
#remove the listeners
coin.tree_exited.disconnect(updateCoins)
coins.remove_child(coin)
coin.queue_free()
for trans in coinsData:
var coinObj:Coin = coinScene.instantiate()
coins.add_child(coinObj)
coinObj.transform = trans
updateCoins()
if crates:
for crate in crates.get_children():
crate.remove_child(crate)
crate.queue_free()
for crate in cratesData:
var crateObj:RigidBody2D = crateScene.instantiate()
crates.add_child(crateObj)
crateObj.transform = crate
if enemies:
for enemy in enemies.get_children():
enemies.remove_child(enemy)
enemy.queue_free()
for enemy in enemiesData:
var enemyObj:Slime = enemyScene.instantiate()
enemies.add_child(enemyObj)
enemyObj.transform = enemy.position
Gamecontroller.addEnemyToLevel(enemyObj, enemy)
func saveGameByLevel(currentLevel:int, timeAvailable:int, playerCurrentHealth:float, enemiesDict:Dictionary) -> void:
print("saving game...")
print(playerCurrentHealth)
print(player.transform)
var playerData = {
"health": playerCurrentHealth,
"position": player.transform
}
var coinDataArray:Array
if coins:
for coin in coins.get_children():
print(coin.transform)
coinDataArray.push_front(coin.transform)
var crateDataArray:Array
if crates:
for crate in crates.get_children():
crateDataArray.push_front(crate.transform)
var enemyDataArray:Array
for enemyKey in enemiesDict:
print("ENEMY FOUND")
print(enemyKey.transform)
print(enemiesDict[enemyKey].health)
print(enemiesDict[enemyKey].damage)
var enemy = {
"position": enemyKey.transform,
"health": enemiesDict[enemyKey].health,
"damage": enemiesDict[enemyKey].damage
}
enemyDataArray.push_front(enemy)
var stash = {
"playerData": playerData,
"coinsData": coinDataArray,
"cratesData": crateDataArray,
"enemiesData": enemyDataArray
}
Gamecontroller.stashGame(stash)
+14
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@@ -4,6 +4,7 @@ class_name Slime extends Area2D
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
var speed:int = 100
var direction = 1
@@ -17,6 +18,19 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# raycast detection
if not right_down_cast.is_colliding():
direction = -1
slime_graphic.flip_h = true
elif not left_down_cast.is_colliding():
direction = 1
slime_graphic.flip_h = false
elif right_cast.is_colliding() and not right_cast.get_collider() is Player:
direction = -1
slime_graphic.flip_h = true
elif left_cast.is_colliding() and not left_cast.get_collider() is Player:
direction = 1
slime_graphic.flip_h = false
position.x += direction * speed * delta
+24
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@@ -0,0 +1,24 @@
class_name UI extends Control
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Coins
# 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:
pass
func healthUpdate(currentHealth, maxHealth):
health.text = "Health: " + str(currentHealth)
func timerUpdate(timeRemaining):
timer.text = str(timeRemaining)
func coinUpdate(remainingCoins):
coins.text = "Coins: " + str(remainingCoins)
+1
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@@ -0,0 +1 @@
uid://nc5d7xcrrsgu