enemies, game controller, playerdeath, coins, player hurt
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 | 
			
		||||
"texture": SubResource("AtlasTexture_wghdt")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_bh361")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_7wfdh")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_o0mvc")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_p2eca")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_jc1nd")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_q1uk6")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_gqkgi")
 | 
			
		||||
}],
 | 
			
		||||
"loop": false,
 | 
			
		||||
"name": &"death",
 | 
			
		||||
"speed": 12.0
 | 
			
		||||
}, {
 | 
			
		||||
"frames": [{
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_6lqi3")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_sserb")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_tkl74")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_7br0y")
 | 
			
		||||
}],
 | 
			
		||||
"loop": false,
 | 
			
		||||
"name": &"hurt",
 | 
			
		||||
"speed": 12.0
 | 
			
		||||
}, {
 | 
			
		||||
"frames": [{
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_v6vtg")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
@ -198,8 +308,10 @@ position = Vector2(-16, -5)
 | 
			
		||||
texture_filter = 1
 | 
			
		||||
position = Vector2(0, -1)
 | 
			
		||||
sprite_frames = SubResource("SpriteFrames_xt5u3")
 | 
			
		||||
animation = &"idle"
 | 
			
		||||
animation = &"death"
 | 
			
		||||
autoplay = "idle"
 | 
			
		||||
 | 
			
		||||
[node name="Camera2D" type="Camera2D" parent="."]
 | 
			
		||||
offset = Vector2(0, -40)
 | 
			
		||||
 | 
			
		||||
[connection signal="animation_finished" from="AnimatedSprite2D" to="." method="_on_animation_finished"]
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										113
									
								
								novembergame/scenes/coin.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										113
									
								
								novembergame/scenes/coin.tscn
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,113 @@
 | 
			
		||||
[gd_scene load_steps=17 format=3 uid="uid://bc6587qq8v636"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://cxil0e8gvkg18" path="res://assets/graphics/pickups/coin.png" id="1_gau74"]
 | 
			
		||||
[ext_resource type="Script" path="res://scripts/coin.gd" id="1_ydk8w"]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="CircleShape2D" id="CircleShape2D_7tg8h"]
 | 
			
		||||
radius = 5.0
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_7r3qr"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(0, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_fsm1g"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(16, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_34y51"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(32, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_r3sgi"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(48, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_3oltj"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(64, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_p6mss"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(80, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_oj8qo"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(96, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_iorej"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(112, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_xhjtr"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(128, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_dpmih"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(144, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_cnmdp"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(160, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="AtlasTexture" id="AtlasTexture_qxp47"]
 | 
			
		||||
atlas = ExtResource("1_gau74")
 | 
			
		||||
region = Rect2(176, 0, 16, 16)
 | 
			
		||||
 | 
			
		||||
[sub_resource type="SpriteFrames" id="SpriteFrames_dbf75"]
 | 
			
		||||
animations = [{
 | 
			
		||||
"frames": [{
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_7r3qr")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_fsm1g")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_34y51")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_r3sgi")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_3oltj")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_p6mss")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_oj8qo")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_iorej")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_xhjtr")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_dpmih")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_cnmdp")
 | 
			
		||||
}, {
 | 
			
		||||
"duration": 1.0,
 | 
			
		||||
"texture": SubResource("AtlasTexture_qxp47")
 | 
			
		||||
}],
 | 
			
		||||
"loop": true,
 | 
			
		||||
"name": &"default",
 | 
			
		||||
"speed": 12.0
 | 
			
		||||
}]
 | 
			
		||||
 | 
			
		||||
[node name="Area2D" type="Area2D"]
 | 
			
		||||
script = ExtResource("1_ydk8w")
 | 
			
		||||
metadata/_edit_group_ = true
 | 
			
		||||
 | 
			
		||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
 | 
			
		||||
shape = SubResource("CircleShape2D_7tg8h")
 | 
			
		||||
 | 
			
		||||
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
 | 
			
		||||
texture_filter = 1
 | 
			
		||||
sprite_frames = SubResource("SpriteFrames_dbf75")
 | 
			
		||||
autoplay = "default"
 | 
			
		||||
 | 
			
		||||
[connection signal="body_entered" from="." to="." method="_on_body_entered"]
 | 
			
		||||
@ -1,4 +1,4 @@
 | 
			
		||||
[gd_scene load_steps=16 format=4 uid="uid://dmk3hbsrqhgad"]
 | 
			
		||||
[gd_scene load_steps=18 format=4 uid="uid://dmk3hbsrqhgad"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://dv6amvxucgy0g" path="res://assets/graphics/enviroment/terrain/Terrain (32x32).png" id="1_ab3a4"]
 | 
			
		||||
[ext_resource type="PackedScene" uid="uid://flumvyk8tafw" path="res://scenes/box.tscn" id="1_ixp3c"]
 | 
			
		||||
@ -9,6 +9,8 @@
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://bihm8chupdlu2" path="res://assets/graphics/enviroment/background/stratosphere.png" id="2_l8kko"]
 | 
			
		||||
[ext_resource type="Texture2D" uid="uid://lj1cipgutadw" path="res://assets/graphics/enviroment/background/midground.png" id="2_w7c1m"]
 | 
			
		||||
[ext_resource type="PackedScene" uid="uid://e4o5ja1w0gph" path="res://scenes/bullet.tscn" id="4_7436f"]
 | 
			
		||||
[ext_resource type="PackedScene" uid="uid://bc6587qq8v636" path="res://scenes/coin.tscn" id="10_akvym"]
 | 
			
		||||
[ext_resource type="PackedScene" uid="uid://bfex451nb78lt" path="res://scenes/badguy.tscn" id="11_387qc"]
 | 
			
		||||
 | 
			
		||||
[sub_resource type="TileMapPattern" id="TileMapPattern_fkdsw"]
 | 
			
		||||
tile_data = PackedInt32Array(0, 262144, 0, 65536, 262144, 1, 131072, 262144, 2)
 | 
			
		||||
@ -430,10 +432,10 @@ shape = SubResource("RectangleShape2D_0jo0r")
 | 
			
		||||
debug_color = Color(0.774214, 0.233911, 0.917118, 0.42)
 | 
			
		||||
 | 
			
		||||
[node name="RigidBody2D" parent="." instance=ExtResource("1_ixp3c")]
 | 
			
		||||
position = Vector2(399, 48)
 | 
			
		||||
position = Vector2(466, 45)
 | 
			
		||||
 | 
			
		||||
[node name="RigidBody2D2" parent="." instance=ExtResource("1_ixp3c")]
 | 
			
		||||
position = Vector2(525, 46)
 | 
			
		||||
position = Vector2(546, 45)
 | 
			
		||||
 | 
			
		||||
[node name="RigidBody2D3" parent="." instance=ExtResource("1_ixp3c")]
 | 
			
		||||
position = Vector2(634, 44)
 | 
			
		||||
@ -457,4 +459,23 @@ repeat_size = Vector2(320, 0)
 | 
			
		||||
position = Vector2(180, 120)
 | 
			
		||||
texture = ExtResource("2_w7c1m")
 | 
			
		||||
 | 
			
		||||
[node name="Coins" type="Node" parent="."]
 | 
			
		||||
 | 
			
		||||
[node name="Coin" parent="Coins" instance=ExtResource("10_akvym")]
 | 
			
		||||
position = Vector2(79, 80)
 | 
			
		||||
 | 
			
		||||
[node name="Coin2" parent="Coins" instance=ExtResource("10_akvym")]
 | 
			
		||||
position = Vector2(143, 18)
 | 
			
		||||
 | 
			
		||||
[node name="Coin3" parent="Coins" instance=ExtResource("10_akvym")]
 | 
			
		||||
position = Vector2(143, -43)
 | 
			
		||||
 | 
			
		||||
[node name="Coin4" parent="Coins" instance=ExtResource("10_akvym")]
 | 
			
		||||
position = Vector2(47, -50)
 | 
			
		||||
 | 
			
		||||
[node name="enemies" type="Node" parent="."]
 | 
			
		||||
 | 
			
		||||
[node name="Area2D3" parent="enemies" instance=ExtResource("11_387qc")]
 | 
			
		||||
position = Vector2(391, 122)
 | 
			
		||||
 | 
			
		||||
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										41
									
								
								novembergame/scripts/badguy.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										41
									
								
								novembergame/scripts/badguy.gd
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,41 @@
 | 
			
		||||
class_name BadGuy extends Area2D
 | 
			
		||||
 | 
			
		||||
signal playerDamage
 | 
			
		||||
var direction = 1
 | 
			
		||||
const speed = 60
 | 
			
		||||
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
 | 
			
		||||
@onready var cast_right: RayCast2D = $CastRight
 | 
			
		||||
@onready var cast_left: RayCast2D = $CastLeft
 | 
			
		||||
@onready var cast_floor_right: RayCast2D = $CastFloorRight
 | 
			
		||||
@onready var cast_floor_left: RayCast2D = $CastFloorLeft
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# 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:
 | 
			
		||||
	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: Node2D) -> void:
 | 
			
		||||
	if body.is_in_group("player"):
 | 
			
		||||
		playerDamage.emit()
 | 
			
		||||
							
								
								
									
										11
									
								
								novembergame/scripts/coin.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										11
									
								
								novembergame/scripts/coin.gd
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,11 @@
 | 
			
		||||
class_name Coin extends Area2D
 | 
			
		||||
 | 
			
		||||
signal coinCollected
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
func _on_body_entered(body: Node2D) -> void:
 | 
			
		||||
	if body.is_in_group("player"):
 | 
			
		||||
		coinCollected.emit()
 | 
			
		||||
		queue_free()
 | 
			
		||||
@ -17,97 +17,123 @@ var pushTarget
 | 
			
		||||
var pushLeftEnabled = false
 | 
			
		||||
var pushRightEnabled = false
 | 
			
		||||
var isJumping = false
 | 
			
		||||
 | 
			
		||||
var animPlaying = "idle"
 | 
			
		||||
var living = true
 | 
			
		||||
 | 
			
		||||
signal playerDead
 | 
			
		||||
 | 
			
		||||
@onready var right_target: Node2D = $RightTarget
 | 
			
		||||
@onready var left_target: Node2D = $LeftTarget
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
func hurtPlayer(amt):
 | 
			
		||||
	print("Character knows it should hurt")
 | 
			
		||||
	animPlaying = "hurt"
 | 
			
		||||
	playerSprite.play("hurt")
 | 
			
		||||
	
 | 
			
		||||
func killPlayer():
 | 
			
		||||
	print("Characters know it is the end")
 | 
			
		||||
	if living:
 | 
			
		||||
		living = false
 | 
			
		||||
		animPlaying = "death"
 | 
			
		||||
		playerSprite.play(animPlaying)
 | 
			
		||||
	
 | 
			
		||||
func _physics_process(delta: float) -> void:
 | 
			
		||||
	# Add the gravity.
 | 
			
		||||
	if not is_on_floor():
 | 
			
		||||
		velocity += get_gravity() * delta
 | 
			
		||||
	if  living and not animPlaying == "hurt":
 | 
			
		||||
		# Add the gravity.
 | 
			
		||||
		if not is_on_floor():
 | 
			
		||||
			velocity += get_gravity() * delta
 | 
			
		||||
 | 
			
		||||
	# Handle jump.
 | 
			
		||||
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
 | 
			
		||||
		velocity.y = JUMP_VELOCITY
 | 
			
		||||
		# Handle jump.
 | 
			
		||||
		if Input.is_action_just_pressed("ui_accept") and is_on_floor():
 | 
			
		||||
			velocity.y = JUMP_VELOCITY
 | 
			
		||||
 | 
			
		||||
	# 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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
 | 
			
		||||
		print("shove a box")
 | 
			
		||||
		pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
 | 
			
		||||
		pushRightEnabled = false
 | 
			
		||||
		
 | 
			
		||||
	if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
 | 
			
		||||
		pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
 | 
			
		||||
		pushLeftEnabled = false
 | 
			
		||||
	
 | 
			
		||||
	if Input.is_action_just_pressed("shoot"):
 | 
			
		||||
		print("shoot a bullet")
 | 
			
		||||
		var mybullet = %SceneManager.bulletFactory()
 | 
			
		||||
		if not faceLeft:
 | 
			
		||||
			mybullet.transform = right_target.global_transform
 | 
			
		||||
			mybullet.setSpeed(400)
 | 
			
		||||
		if faceLeft:
 | 
			
		||||
			mybullet.transform = left_target.global_transform
 | 
			
		||||
			mybullet.setSpeed(-400)
 | 
			
		||||
	
 | 
			
		||||
	if direction:
 | 
			
		||||
		velocity.x = direction * SPEED
 | 
			
		||||
		if direction > 0:
 | 
			
		||||
			faceLeft = false
 | 
			
		||||
		if direction < 0:
 | 
			
		||||
			faceLeft = true
 | 
			
		||||
	else:
 | 
			
		||||
		velocity.x = move_toward(velocity.x, 0, SPEED)
 | 
			
		||||
	
 | 
			
		||||
	if faceLeft:
 | 
			
		||||
		playerSprite.flip_h = true
 | 
			
		||||
	else:
 | 
			
		||||
		playerSprite.flip_h = false
 | 
			
		||||
		
 | 
			
		||||
	if is_on_floor():
 | 
			
		||||
		isJumping = false
 | 
			
		||||
		if direction == 0:
 | 
			
		||||
			playerSprite.play("idle")
 | 
			
		||||
		else:
 | 
			
		||||
			playerSprite.play("run")
 | 
			
		||||
	else:
 | 
			
		||||
		if not isJumping:
 | 
			
		||||
			playerSprite.play("jump")
 | 
			
		||||
			isJumping = true
 | 
			
		||||
		
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
	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
 | 
			
		||||
		# 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 Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
 | 
			
		||||
			print("shove a box")
 | 
			
		||||
			pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 2)
 | 
			
		||||
			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("This is a pushable box")
 | 
			
		||||
					pushTarget = collider
 | 
			
		||||
					pushLeftEnabled = true
 | 
			
		||||
	else:
 | 
			
		||||
		pushLeftEnabled = false
 | 
			
		||||
		if Input.is_action_just_pressed("shove") && faceLeft == true && pushLeftEnabled == true:
 | 
			
		||||
			pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE * 2)
 | 
			
		||||
			pushLeftEnabled = false
 | 
			
		||||
		
 | 
			
		||||
	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)
 | 
			
		||||
		if Input.is_action_just_pressed("shoot"):
 | 
			
		||||
			print("shoot a bullet")
 | 
			
		||||
			var mybullet = %SceneManager.bulletFactory()
 | 
			
		||||
			if not faceLeft:
 | 
			
		||||
				mybullet.transform = right_target.global_transform
 | 
			
		||||
				mybullet.setSpeed(400)
 | 
			
		||||
			if faceLeft:
 | 
			
		||||
				mybullet.transform = left_target.global_transform
 | 
			
		||||
				mybullet.setSpeed(-400)
 | 
			
		||||
		
 | 
			
		||||
		if direction:
 | 
			
		||||
			velocity.x = direction * SPEED
 | 
			
		||||
			if direction > 0:
 | 
			
		||||
				faceLeft = false
 | 
			
		||||
			if direction < 0:
 | 
			
		||||
				faceLeft = true
 | 
			
		||||
		else:
 | 
			
		||||
			velocity.x = move_toward(velocity.x, 0, SPEED)
 | 
			
		||||
		
 | 
			
		||||
		if faceLeft:
 | 
			
		||||
			playerSprite.flip_h = true
 | 
			
		||||
		else:
 | 
			
		||||
			playerSprite.flip_h = false
 | 
			
		||||
			
 | 
			
		||||
		if is_on_floor():
 | 
			
		||||
			isJumping = false
 | 
			
		||||
			if direction == 0:
 | 
			
		||||
				playerSprite.play("idle")
 | 
			
		||||
			else:
 | 
			
		||||
				playerSprite.play("run")
 | 
			
		||||
		else:
 | 
			
		||||
			if not isJumping:
 | 
			
		||||
				playerSprite.play("jump")
 | 
			
		||||
				isJumping = true
 | 
			
		||||
			
 | 
			
		||||
		
 | 
			
		||||
 | 
			
		||||
		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("This is a pushable box")
 | 
			
		||||
						pushTarget = collider
 | 
			
		||||
						pushLeftEnabled = true
 | 
			
		||||
		else:
 | 
			
		||||
			pushLeftEnabled = false
 | 
			
		||||
			
 | 
			
		||||
		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_animation_finished() -> void:
 | 
			
		||||
	if animPlaying == "hurt":
 | 
			
		||||
		animPlaying = "idle"
 | 
			
		||||
	if animPlaying == "death":
 | 
			
		||||
		## emita custom signal
 | 
			
		||||
		playerDead.emit()
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										34
									
								
								novembergame/scripts/game_controller.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										34
									
								
								novembergame/scripts/game_controller.gd
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,34 @@
 | 
			
		||||
extends Node
 | 
			
		||||
 | 
			
		||||
var coinsCollected:int = 0
 | 
			
		||||
var player:Resource
 | 
			
		||||
 | 
			
		||||
signal playerHurt(amt)
 | 
			
		||||
signal playerDeath()
 | 
			
		||||
 | 
			
		||||
# Called when the node enters the scene tree for the first time.
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	player = load("res://scripts/res/playerstats.tres")
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
 | 
			
		||||
func _process(delta: float) -> void:
 | 
			
		||||
	pass
 | 
			
		||||
 | 
			
		||||
func coinCollected():
 | 
			
		||||
	coinsCollected += 1
 | 
			
		||||
	print("Total coins collecte " + str(coinsCollected))
 | 
			
		||||
	
 | 
			
		||||
func playerDamage():
 | 
			
		||||
	if player.health > 0:
 | 
			
		||||
		player.health -= 20
 | 
			
		||||
		if player.health <= 0:
 | 
			
		||||
			## kill him
 | 
			
		||||
			playerDeath.emit()
 | 
			
		||||
		else:
 | 
			
		||||
			## damage him
 | 
			
		||||
			playerHurt.emit(20)
 | 
			
		||||
	
 | 
			
		||||
func reset():
 | 
			
		||||
	player.health = player.max_health
 | 
			
		||||
	coinsCollected = 0
 | 
			
		||||
							
								
								
									
										6
									
								
								novembergame/scripts/res/characterstats.gd
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										6
									
								
								novembergame/scripts/res/characterstats.gd
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,6 @@
 | 
			
		||||
class_name CharacterStats extends Resource
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@export var max_health:int = 100
 | 
			
		||||
@export  var starting_health: int = 100
 | 
			
		||||
@export var health: int = 100
 | 
			
		||||
							
								
								
									
										9
									
								
								novembergame/scripts/res/enemystats.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								novembergame/scripts/res/enemystats.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://cuqtpu3cm6xgo"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_in2m2"]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource("1_in2m2")
 | 
			
		||||
max_health = 50
 | 
			
		||||
starting_health = 50
 | 
			
		||||
health = 50
 | 
			
		||||
							
								
								
									
										9
									
								
								novembergame/scripts/res/playerstats.tres
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								novembergame/scripts/res/playerstats.tres
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
 | 
			
		||||
[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://d26och4kddhoe"]
 | 
			
		||||
 | 
			
		||||
[ext_resource type="Script" path="res://scripts/res/characterstats.gd" id="1_yty15"]
 | 
			
		||||
 | 
			
		||||
[resource]
 | 
			
		||||
script = ExtResource("1_yty15")
 | 
			
		||||
max_health = 100
 | 
			
		||||
starting_health = 100
 | 
			
		||||
health = 100
 | 
			
		||||
@ -3,9 +3,30 @@ extends Node
 | 
			
		||||
var bulletsFiredTotal := 0
 | 
			
		||||
var bulletsMadeTotal := 0
 | 
			
		||||
var bulletArray:Array = []
 | 
			
		||||
@onready var coins: Node = $"../Coins"
 | 
			
		||||
@onready var enemies: Node = $"../enemies"
 | 
			
		||||
 | 
			
		||||
@onready var player: CharacterBody2D = $"../CharacterBody2D"
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
var bullet = preload("res://scenes/bullet.tscn")
 | 
			
		||||
 | 
			
		||||
func _ready() -> void:
 | 
			
		||||
	## Coins loop
 | 
			
		||||
	for n in coins.get_children():
 | 
			
		||||
		print("coin found")
 | 
			
		||||
		n.coinCollected.connect(GameController.coinCollected)
 | 
			
		||||
	## enemy loop
 | 
			
		||||
	for n in enemies.get_children():
 | 
			
		||||
		print("enemy found")
 | 
			
		||||
		n.playerDamage.connect(GameController.playerDamage)
 | 
			
		||||
	
 | 
			
		||||
	## wire up game controller signals to Player
 | 
			
		||||
	GameController.playerHurt.connect(hurtPlayer)
 | 
			
		||||
	GameController.playerDeath.connect(killPlayer)
 | 
			
		||||
	
 | 
			
		||||
	player.playerDead.connect(deadPlayer)
 | 
			
		||||
	
 | 
			
		||||
func bulletFactory():
 | 
			
		||||
	print("Make a bullet at the factory")
 | 
			
		||||
	var mybullet
 | 
			
		||||
@ -29,3 +50,13 @@ func onBulletHit(bullet, body):
 | 
			
		||||
	if body.is_in_group("shootable"):
 | 
			
		||||
		print("explode this thing")
 | 
			
		||||
		body.queue_free()
 | 
			
		||||
 | 
			
		||||
func hurtPlayer(amt):
 | 
			
		||||
	player.hurtPlayer(amt)
 | 
			
		||||
	
 | 
			
		||||
func killPlayer():
 | 
			
		||||
	player.killPlayer()
 | 
			
		||||
 | 
			
		||||
func deadPlayer():
 | 
			
		||||
	GameController.reset()
 | 
			
		||||
	get_tree().reload_current_scene()
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user