multi levels, timer, health, coins, key

This commit is contained in:
fabianainu committed 2024-12-23 21:28:20 -05:00
1 parent 5ca3a193d1
commit 39ac434d3c
11 files changed
+764 -31

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+9 -5
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@@ -9,6 +9,8 @@ const PUSHFORCE = 750
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var key: Sprite2D = $Key
var faceLeft = false
@@ -25,8 +27,10 @@ signal playerDead
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
func _ready() -> void:
keyDrop()
func hurtPlayer(amt):
print("Character knows it should be hurt")
animPlaying = "hurt"
playerSprite.play("Hurt")
@@ -36,6 +40,10 @@ func killPlayer():
print("MORRIDO")
animPlaying = "dead"
playerSprite.play("Dead")
func keyCollected():
print("Player knows key")
key.visible = true
func _physics_process(delta: float) -> void:
if living and not animPlaying =="hurt":
@@ -96,24 +104,20 @@ func _physics_process(delta: float) -> void:
move_and_slide()
if right_ray.is_colliding():
print("Something is on my right")
if not faceLeft:
var collider = right_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("This is a pushable box")
pushTarget = collider
pushRightEnabled = true
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("Something is on my left")
if faceLeft:
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("box"):
print("I can shove this box")
pushTarget = collider
pushLefEnabled = true
else:
+39 -1
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@@ -2,22 +2,50 @@ extends Node
var coinsCollected:int = 0
var player:Resource
var totalCoinsLevel: = 0
var levels = ["res://scenes/game.tscn","res://scenes/game_level2.tscn"]
var timers = [5, 10]
var currentLevel = 0
var gameSeconds = 0
var gotKey = false
signal playerHurt()
signal playerDeath()
signal coinsUpdate(amt, total)
signal levelComplete(level)
signal tick(seconds)
signal playerOptions(key)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/res/dudestats.tres")
func setTotalCoins(amt):
totalCoinsLevel = amt
coinsUpdate.emit(coinsCollected, totalCoinsLevel)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func keyCollected():
print("GameController knows player has key")
func coinCollected():
coinsCollected +=1
print("Total coins collected "+str(coinsCollected) )
coinsUpdate.emit(coinsCollected, totalCoinsLevel)
#did you complete the level?
if coinsCollected >= totalCoinsLevel:
#level complete
currentLevel +=1
if currentLevel < levels.size():
levelComplete.emit(levels[currentLevel])
else:
currentLevel = 0
levelComplete.emit(levels[currentLevel])
func playerDamage():
if player.health > 0:
@@ -27,8 +55,18 @@ func playerDamage():
playerDeath.emit()
else:
##damage him
playerHurt.emit(20)
playerHurt.emit(player.health)
func reset():
gameSeconds = 0
player.health = player.max_health
coinsCollected = 0
func timeOut():
gameSeconds +=1
if gameSeconds >= timers[currentLevel]:
playerDeath.emit()
tick.emit(timers[currentLevel] - gameSeconds)
func sendOptions():
playerOptions.emit(gotKey)
+41 -7
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@@ -3,31 +3,55 @@ extends Node
var bulletsFiredTotal := 0
var bulletsMadeTotal := 0
var bulletArray:Array = []
var timer:= Timer.new()
@onready var coins: Node = $"../Coins"
@onready var bad_guys: Node = $"../BadGuys"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var ui: Control = $"../CanvasLayer/Control"
@onready var key_trigger: Area2D = $"../KeyTrigger"
var bullet = preload("res://scenes/bullet.tscn")
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", GameController.timeOut)
timer.start()
var totalCoins = 0
var totalEnemies = 0
### coins loop
for n in coins.get_children():
print("coin found")
totalCoins +=1
n.coinCollected.connect(GameController.coinCollected)
### enemies loop
for n in bad_guys.get_children():
print("enemy found")
totalEnemies +=1
n.playerDamage.connect(GameController.playerDamage)
### wire up GameController signals to Player
GameController.playerHurt.connect(hurtPlayer)
GameController.playerHurt.connect(ui.healthUpdate)
GameController.playerDeath.connect(killPlayer)
GameController.levelComplete.connect(changeLevel)
GameController.tick.connect(ui.timerUpdate)
GameController.playerOptions.connect(showKey)
player.playerDead.connect(deadPlayer)
key_trigger.keyCollect.connect(GameController.keyCollected)
key_trigger.keyCollect.connect(player.keyCollected)
player.playerDead.connect(deadPlayer)
GameController.coinsUpdate.connect(ui.coinsUpdate)
GameController.setTotalCoins(totalCoins)
GameController.sendOptions()
func bulletFactory():
print("Make a bullet at the factory")
@@ -57,8 +81,18 @@ func hurtPlayer(amt):
func killPlayer():
player.killPlayer()
func deadPlayer():
GameController.reset()
get_tree().reload_current_scene()
func showKey(key):
if key == true:
player.keyCollected()
else:
player.keyDrop()
func changeLevel(level):
print("Scene manager should change level")
GameController.reset()
get_tree().change_scene_to_file(level)
+20
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@@ -0,0 +1,20 @@
extends Area2D
signal keyCollect
# 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 _on_body_entered(body: Node2D) -> void:
print("Triggered!")
if body.is_in_group("player"):
print("player entered area")
keyCollect.emit()
+20
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@@ -0,0 +1,20 @@
extends Control
@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Timer
var tempCoinCount
var tempCoinTotal
func timerUpdate(amt):
timer.text = str(timer) + " s"
func healthUpdate(amt):
health.text=("Health: "+str(amt) )
func coinsUpdate(amt, total):
tempCoinCount = amt
tempCoinTotal = total
if coins:
coins.text = ("Coins: "+str(amt)+" / "+str(total) )
func _ready() -> void:
coins.text="Coins: "+str(tempCoinCount)+" / "+str(tempCoinTotal)