enemies, game controller, playerdeath, coins, player hurt
This commit is contained in:
parent
082386ee29
commit
8966ac2165
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|
||||
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