week 5 updates player death bad guy coin

This commit is contained in:
Jeremy committed 2024-08-12 21:21:31 -04:00
1 parent 4be87a6b40
commit a1820f74c6
39 files changed
+1020 -207

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+30 -24
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@@ -4,25 +4,38 @@ extends CharacterBody2D
@export var SPEED = 300.0
@export var JUMP_VELOCITY = -300.0
@export var BUMP_FORCE = 80.0
@export var PUSH_FORCE = 750
@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_2d = $AnimatedSprite2D
@onready var animated_sprite = $AnimatedSprite2D
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var living = true
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")
func living_status():
return living
func die():
print("kill the player")
animated_sprite.play("death")
living = false
func _physics_process(delta):
if not living:
return
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
@@ -32,54 +45,48 @@ func _physics_process(delta):
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
print("I should force push")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10)
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 * 10)
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() #you can only instantiate a scene
var myBullet = bullet.instantiate()
#set bullet speed?
#put the bullet at the Marker
owner.add_child(myBullet) #owner because its adding it to the game and not the character.
#This is important because if the character jumps you don't want the bullet to jump as well.
owner.add_child(myBullet)
#facing left or right?
if not faceLeft:
#facing right
myBullet.transform = marker_right.global_transform
else:
myBullet.transform = marker_left.global_transform
myBullet.setSpeed(-750) #Tim changed it to -750. Magic number. Not sure why.
myBullet.setSpeed(-750)
#remove the pass at the end
# 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")
if direction <0:
faceLeft = true
if direction >0:
faceLeft = false
# 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
animated_sprite_2d.flip_h = true if direction < 0 else false
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
animated_sprite_2d.play("Idle")
if direction==0:
animated_sprite.play("idle")
else:
animated_sprite_2d.play("Run")
animated_sprite.play("run")
else:
animated_sprite_2d.play("Jump")
animated_sprite.play("jump")
move_and_slide()
if right_ray.is_colliding():
print("right ray is colliding")
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
@@ -91,7 +98,6 @@ func _physics_process(delta):
pushRightEnabled = false
if left_ray.is_colliding():
print("left ray is colliding")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
+36
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@@ -0,0 +1,36 @@
extends Area2D
const speed = 60
var direction = -1
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
@onready var right_floor_cast = $RightFloorCast
@onready var left_floor_cast = $LeftFloorCast
@onready var game = %GameController
@onready var player = $"../CharacterBody2D"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if right_cast.is_colliding():
if not right_cast.get_collider().is_in_group("player"):
direction = -1
if left_cast.is_colliding():
if not left_cast.get_collider().is_in_group("player"):
direction = 1
if not right_floor_cast.is_colliding() or not left_floor_cast.is_colliding():
direction *= -1
position.x += direction * speed * delta
func _on_body_entered(body):
if body.is_in_group("player") and player.living_status():
game.playerDeath()
+1 -1
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@@ -10,5 +10,5 @@ func _physics_process(delta):
func _on_body_entered(body):
print("bullet hit something")
if not body.is_in_group("player"): #if it hits something other than the player, then disappear
if not body.is_in_group("player"):
queue_free()
+19
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@@ -0,0 +1,19 @@
extends Area2D
@onready var game_controller = %GameController
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_body_entered(body):
if body.is_in_group("player"):
print("something hit the coin")
game_controller.coinCollected()
queue_free()
+25 -17
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@@ -1,28 +1,36 @@
extends Node2D
extends Node
var myBox = preload("res://scenes/crate.tscn")
@onready var box_trap = $BoxTrap
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
var crate = preload("res://scenes/crate.tscn")
@onready var boxtrap = $"../crates/boxtrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
var totalCoins = 0
func _on_area_2d_areatrigger(effect, body):
print("Game Controller sees the trigger"+effect)
print("Game Controller sees the trigger "+effect)
match effect:
"alert":
#do stuff
print("hi")
if body.is_in_group("player"):
for n in 3:
var box = myBox.instantiate()
add_child(box)
box.position = box_trap.position
for n in 3:
var box = crate.instantiate()
owner.add_child(box)
box.position = boxtrap.position
"powerup":
print("you got power")
func coinCollected():
totalCoins += 1
print("Game controller will add coin " + str(totalCoins))
func playerDeath():
player.die()
timer.start()
func resetWorld():
get_tree().reload_current_scene()