Week6, Game Manager, Data objects
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@@ -13,6 +13,9 @@ extends CharacterBody2D
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@onready var animated_sprite = $AnimatedSprite2D
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signal deathComplete
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var currentPlaying = "idle"
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var faceLeft = false
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@@ -24,11 +27,9 @@ var bullet = preload("res://scenes/bullet.tscn")
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func living_status():
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return living
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func die():
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print("kill the player")
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currentPlaying = "death"
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animated_sprite.play("death")
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living = false
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@@ -79,11 +80,14 @@ func _physics_process(delta):
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if direction==0:
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animated_sprite.play("idle")
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currentPlaying = "idle"
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animated_sprite.play(currentPlaying)
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else:
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animated_sprite.play("run")
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currentPlaying = "run"
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animated_sprite.play(currentPlaying)
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else:
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animated_sprite.play("jump")
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currentPlaying = "jump"
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animated_sprite.play(currentPlaying)
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move_and_slide()
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if right_ray.is_colliding():
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@@ -111,3 +115,10 @@ func _physics_process(delta):
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal()* BUMP_FORCE)
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func _on_animation_finished():
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if currentPlaying == "death":
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print("Animation is Finished")
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deathComplete.emit()
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@@ -0,0 +1,24 @@
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extends Node
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var player: Resource
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var coinCollectedTotal:int = 0
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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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print("Gamemanager is here!")
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player = load("res://scripts/Resources/player_stats.tres")
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func coinCollected():
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coinCollectedTotal +=1
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print("coins collected " + str(coinCollectedTotal) )
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func playerDamage():
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player.health -= 20
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print("Player health is now" + str(player.health))
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func resetPlayer():
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player.health = player.max_health
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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@@ -0,0 +1,6 @@
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class_name Character extends Resource
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@export var max_health: int = 100
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@export var starting_health: int = 100
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@export var health: int = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://gq7wgc8p4582"]
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[ext_resource type="Script" path="res://scripts/Resources/character_stats.gd" id="1_b8trt"]
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[resource]
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script = ExtResource("1_b8trt")
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max_health = 100
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starting_health = 100
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health = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://bfoxlbp2n4cr7"]
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[ext_resource type="Script" path="res://scripts/Resources/character_stats.gd" id="1_vykut"]
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[resource]
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script = ExtResource("1_vykut")
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max_health = 50
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starting_health = 50
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health = 50
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+5
-4
@@ -1,4 +1,4 @@
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extends Area2D
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class_name badguy extends Area2D
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const speed = 60
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var direction = -1
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@@ -6,10 +6,11 @@ var direction = -1
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@onready var left_cast = $LeftCast
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@onready var right_floor_cast = $RightFloorCast
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@onready var left_floor_cast = $LeftFloorCast
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@onready var game = %GameController
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@onready var player = $"../CharacterBody2D"
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signal playerDamage
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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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pass # Replace with function body.
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@@ -32,5 +33,5 @@ func _process(delta):
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func _on_body_entered(body):
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if body.is_in_group("player") and player.living_status():
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game.playerDeath()
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if body.is_in_group("player"):
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playerDamage.emit()
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+3
-13
@@ -1,19 +1,9 @@
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extends Area2D
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@onready var game_controller = %GameController
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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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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):
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pass
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class_name Coin extends Area2D
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signal coinCollected
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func _on_body_entered(body):
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if body.is_in_group("player"):
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print("something hit the coin")
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game_controller.coinCollected()
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coinCollected.emit()
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queue_free()
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@@ -4,9 +4,26 @@ var crate = preload("res://scenes/crate.tscn")
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@onready var boxtrap = $"../crates/boxtrap"
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@onready var timer = $Timer
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@onready var player = $"../CharacterBody2D"
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@onready var coins = $"../Coins"
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@onready var enemies = $"../Enemies"
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@onready var ui = $"../CanvasLayer/UI"
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func _ready():
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GameManager.resetPlayer()
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ui.coinsUpdate(GameManager.coinCollectedTotal)
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ui.healthUpdate(GameManager.player.health)
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for n in coins.get_children():
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if n is Coin:
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n.coinCollected.connect(_on_area_2d_3_coin_collected)
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for n in enemies.get_children():
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if n is badguy:
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n.playerDamage.connect(_on_badguy_player_damage)
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func _process(delta):
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if GameManager.player.health <= 0 and player.living:
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player.die()
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var totalCoins = 0
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func _on_area_2d_areatrigger(effect, body):
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print("Game Controller sees the trigger "+effect)
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@@ -22,15 +39,24 @@ func _on_area_2d_areatrigger(effect, body):
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"powerup":
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print("you got power")
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func coinCollected():
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totalCoins += 1
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print("Game controller will add coin " + str(totalCoins))
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func playerDeath():
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player.die()
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timer.start()
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func resetWorld():
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get_tree().reload_current_scene()
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func _on_area_2d_3_coin_collected():
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print("SceneManager sees new coin")
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GameManager.coinCollected()
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ui.coinsUpdate(GameManager.coinCollectedTotal)
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func _on_badguy_player_damage():
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print("run into bad guy")
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GameManager.playerDamage()
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ui.healthUpdate(GameManager.player.health)
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func _on_death_complete():
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#This is where we reset the world
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timer.start(0.5)
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@@ -0,0 +1,9 @@
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extends Control
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@onready var health = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var coins = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
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func healthUpdate(amt):
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health.text = "Health : " + str(amt)
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func coinsUpdate(amt):
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coins.text = "Coins : " + str(amt)
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