add enemies, autoload, multilevels, coins

This commit is contained in:
JayisonDevadas committed 2026-03-30 21:01:43 -04:00
1 parent f20d4a2703
commit 84efe0ff37
21 files changed
+1504 -35

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+4
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@@ -24,3 +24,7 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
bulletDamageSignal.emit(body,self)
func _on_area_entered(area: Area2D) -> void:
bulletDamageSignal.emit(area,self)
+12
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@@ -0,0 +1,12 @@
class_name Coin extends Area2D
signal coinCollectedSignal(body, coin)
func _on_body_entered(body: Node2D) -> void:
if body is Player:
coinCollectedSignal.emit(body,self)
+1
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@@ -0,0 +1 @@
uid://bojml668gpamd
+53 -3
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@@ -8,6 +8,18 @@ var currentScene:String="res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 10
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers =[15, 10, 8]
var currentLevel=0
var coinsCollected=0
var playerHealth=100
var playerStartingHealth =100
var enemiesDict={}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -17,12 +29,16 @@ func _ready() -> void:
timer.one_shot=false
timer.connect("timeout", secondCounter)
timer.start()
func reset() -> void:
timeAvailable =timers[currentLevel]
playerHealth=playerStartingHealth
func secondCounter()-> void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOSE!!")
levelChangeSignal.emit(currentScene)
levelChangeSignal.emit(levels[currentLevel])
@@ -59,19 +75,53 @@ func crateUpdate(cratesAmount) ->void:
print("GC updated crates: " +str(crateTotal))
if crateTotal <=0:
print("you win")
levelChangeSignal.emit(currentScene)
currentLevel +=1
if currentLevel >= levels.size():
currentLevel=0
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(body:Node2D,bullet:Bullet) -> void:
if body is Crate:
# destroy Crate
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
enemiesDict[body]["health"] -=10
if enemiesDict[body]["health"] <=0:
destroySignal.emit(body)
destroySignal.emit(bullet)
func _on_coin_collected(body:Node2D, coin:Coin) -> void:
print("GC knows coin collected")
coinsCollected +=1
destroySignal.emit(coin)
func totalCoins(value) -> void:
print("GC knows coin remaining " + str(value))
if value <=0:
# no coins left in level
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(body:Node2D, slime:Slime) -> void:
playerHealth -=enemiesDict[slime]["damage"]
print("GC knows damage "+str(enemiesDict[slime]["damage"]))
print("GC knows slime damage to player "+ str(playerHealth))
if playerHealth <=0:
print("You are dead")
levelChangeSignal.emit(levels[currentLevel])
func addEnemyToLevel(slime:Slime)-> void:
var randDamage:int=randi()%10
var enemyStat ={
"health": 50,
"damage": randDamage
}
#put it in dictionary
enemiesDict[slime]=enemyStat
+48 -15
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@@ -2,7 +2,9 @@ class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var level: Node2D = $"../Level"
@onready var crates: Node2D = $"../Crates"
@onready var game: GameController = $".."
@onready var coins: Node2D = $"../Coins"
@onready var slimes: Node2D = $"../Slimes"
# has the recepies
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
@@ -11,6 +13,9 @@ var totalAllowedBullets:int=7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# resets the timer
# player health
Gamecontroller.reset()
buildLevel()
@@ -23,18 +28,51 @@ func buildLevel() -> void:
print("building level")
updatesCrates()
updateTriggers()
updateCoins()
updateEnemies()
#wire up signals from gamecontrollerd
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.levelChangeSignal.connect(loadLevel)
func updateEnemies() -> void:
if slimes:
var totalSlimes =0
for obj in slimes.get_children():
if obj is Slime:
totalSlimes +=1
Gamecontroller.addEnemyToLevel(obj)
#hook up to game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
func updateCoins() -> void:
if coins:
var totalCoins=0
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
# hook up coin to gamecontrollerd
if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
# any time coin destroyed update game controller
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
# tell game controller!
Gamecontroller.totalCoins(totalCoins)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
obj.AreaTrigger.connect(Gamecontroller._on_trigger)
func updatesCrates() -> void:
@@ -47,7 +85,7 @@ func updatesCrates() -> void:
obj.tree_exited.connect(updatesCrates)
totalCrates+=1
print("Total crates: "+str(totalCrates))
game.crateUpdate(totalCrates)
Gamecontroller.crateUpdate(totalCrates)
func destroy(body)->void:
@@ -79,10 +117,9 @@ func bulletFactory()-> Bullet:
# how many bullets have been made?
if bulletArray.size() <=totalAllowedBullets:
myBullet=bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
game.add_child(myBullet)
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
add_sibling(myBullet)
else:
myBullet=bulletArray.pop_back()
bulletArray.push_front(myBullet)
@@ -97,7 +134,3 @@ func makebullet(targetPosition,speed) -> void:
myBullet.setSpeed(speed)
myBullet.set_process(true)
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@@ -0,0 +1,34 @@
class_name Slime extends Area2D
@onready var right_cast: RayCast2D = $RightCast
@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
signal slimeDamageSignal(body,slime)
#animation code
func _process(delta: float) -> void:
if not right_down_cast.is_colliding():
direction =-1
slime_graphic.flip_h=true
if not left_down_cast.is_colliding():
direction =1
slime_graphic.flip_h=true
if right_cast.is_colliding() && not right_cast.get_collider() is Player:
direction =-1
slime_graphic.flip_h=true
if left_cast.is_colliding() && not left_cast.get_collider() is Player:
direction =1
slime_graphic.flip_h=false
position.x += direction*speed*delta
func _on_body_entered(body: Node2D) -> void:
if body is Player:
slimeDamageSignal.emit(body,self)
+1
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@@ -0,0 +1 @@
uid://8iya0pgh6sfe