week 6 files scene and game manager

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OddlyTimbot committed 2024-08-19 11:21:33 -04:00
1 parent a7be9688f5
commit 9356bd1c7c
296 files changed
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extends CharacterBody2D
@export var SPEED = 300.0
@export var JUMP_VELOCITY = -300.0
@export var BUMP_FORCE = 80.0
@export var PUSH_FORCE = 200
@onready var right_ray = $RightRay
@onready var left_ray = $LeftRay
@onready var marker_right = $MarkerRight
@onready var marker_left = $MarkerLeft
@onready var animated_sprite = $AnimatedSprite2D
signal playerDead
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var living = true
var animPlaying:String = "idle"
func die():
#kill the player
print("kill the player")
living = false
animPlaying = "death"
animated_sprite.play(animPlaying)
func hurt():
animPlaying = "hurt"
animated_sprite.play(animPlaying)
func _physics_process(delta):
if living and animPlaying !="hurt":
if not is_on_floor():
velocity.y += gravity * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 5)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 5)
pushLeftEnabled = false
if Input.is_action_just_pressed("shoot"):
#make a bullet
var myBullet = bullet.instantiate()
#set bullet speed?
#put the bullet at the Marker
owner.add_child(myBullet)
#facing left or right?
if not faceLeft:
myBullet.transform = marker_right.global_transform
else:
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
# In this example we have replaced the faceLeft code to also have
# the character's sprite flip depending what direction they are facing
if direction:
faceLeft = true if direction<0 else false
animated_sprite.flip_h = true if direction < 0 else false
velocity.x = direction * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction==0:
animPlaying = "idle"
else:
animPlaying = "run"
else:
animPlaying = "jump"
animated_sprite.play(animPlaying)
move_and_slide()
if right_ray.is_colliding():
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
pushLeftEnabled = true
pushTarget = collider
else:
pushLeftEnabled = false
#loop through the collisions
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()* BUMP_FORCE)
func _on_animated_sprite_2d_animation_finished():
print("animation finished")
if animPlaying == "death":
print("reset the game")
playerDead.emit()
if animPlaying == "hurt":
print("hurt anim complete")
animPlaying = "idle"
func _on_animated_sprite_2d_animation_looped():
pass
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extends Area2D
@export var effect = "alert"
signal areatrigger(effect, Object)
func _on_body_entered(body):
print("detected a body")
areatrigger.emit(effect, body)
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extends Area2D
const speed = 60
var direction = 1
@onready var cast_right = $CastRight
@onready var cast_left = $CastLeft
@onready var sprite = $AnimatedSprite2D
@onready var gameController = %GameManager
@onready var cast_floor_right = $CastFloorRight
@onready var cast_floor_left = $CastFloorLeft
signal playerDamage
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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):
if body.is_in_group("player"):
GameManager.playerDamage()
playerDamage.emit()
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extends Area2D
var speed = 750
func setSpeed(speedVal):
speed = speedVal
func _physics_process(delta):
position += transform.x * speed * delta
func _on_body_entered(body):
print("bullet hit something")
if not body.is_in_group("player"):
queue_free()
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extends Area2D
@onready var game = %SceneManager
signal coinCollected
func _on_body_entered(body):
if body.is_in_group("player"):
coinCollected.emit()
queue_free()
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extends Node
var player: Resource
var coinsCollected:int = 0
# Called when the node enters the scene tree for the first time.
func _ready():
print("game manager ready")
player = load("res://scripts/resources/player_stats.tres")
func resetPlayer():
player.health = player.max_health
func playerDamage():
#replace this damage amount with value from data object
player.health -=20
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extends Node
#This node is a scene manager. It is used to control all the visible
#assets in the viewport. However the scene manager does not encapsulate
#overall logic, and it does not persist data - that belongs to the GameManager,
#which is an autoload singleton.
var coinsCollected = 0
var crate = preload("res://scenes/crate.tscn")
@onready var boxtrap = $"../crates/boxtrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
func _ready():
GameManager.resetPlayer()
func _on_area_2d_areatrigger(effect, body):
match effect:
"alert":
#do stuff
if body.is_in_group("player"):
for n in 3:
var box = crate.instantiate()
owner.add_child(box)
box.position = boxtrap.position
func coinCollected():
print("scene manager saw coin collected")
GameManager.coinsCollected +=1
func resetGame():
timer.start(.5)
func _on_timer_timeout():
get_tree().reload_current_scene()
#Scene control loop
func _process(delta):
if GameManager.player.health < 0 && player.living:
player.die()
func _on_badguy_player_damage():
player.hurt()
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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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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bq0eirh7p7h0u"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_4c3kd"]
[resource]
script = ExtResource("1_4c3kd")
max_health = 100
starting_health = 100
health = 100
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bi451udylw2l3"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_7clgg"]
[resource]
script = ExtResource("1_7clgg")
max_health = 50
starting_health = 50
health = 50