multiple level, timer, health, coins

This commit is contained in:
konzy committed 2024-12-23 21:28:19 -05:00
1 parent 8966ac2165
commit a580dca65b
11 files changed
+713 -29

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+13 -8
View File
@@ -9,6 +9,7 @@ const PUSH_FORCE = 750
@onready var right_ray: RayCast2D = $RightRay
@onready var left_ray: RayCast2D = $LeftRay
@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var gun: Sprite2D = $Gun
var faceLeft = false
@@ -26,18 +27,27 @@ signal playerDead
@onready var right_target: Node2D = $RightTarget
@onready var left_target: Node2D = $LeftTarget
func _ready() -> void:
gunDrop()
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 gunCollected():
print("player knows to show gun")
gun.visible = true
func gunDrop():
gun.visible = false
func _physics_process(delta: float) -> void:
if living and not animPlaying == "hurt":
# Add the gravity.
@@ -52,7 +62,7 @@ func _physics_process(delta: float) -> void:
# 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
@@ -61,7 +71,6 @@ func _physics_process(delta: float) -> void:
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
@@ -99,24 +108,20 @@ 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("This is a pushable box")
pushTarget = collider
pushLeftEnabled = true
else:
+43 -2
View File
@@ -2,22 +2,52 @@ 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 = [25, 19]
var currentLevel = 0
var gameSeconds = 0
var gotGun = false
signal playerHurt(amt)
signal playerDeath()
signal coinsUpdate(amt, total)
signal levelComplete(level)
signal tick(seconds)
signal playerOptions(gun)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/res/playerstats.tres")
func setTotalCoins(amt):
totalCoinsLevel = amt
print(str(coinsCollected)+ " "+str(totalCoinsLevel))
coinsUpdate.emit(coinsCollected, totalCoinsLevel)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func gunCollected():
print("GameController knows player has gun")
gotGun = true
func coinCollected():
coinsCollected += 1
print("Total coins collecte " + 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 +57,19 @@ 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(gotGun)
+43 -3
View File
@@ -3,30 +3,59 @@ extends Node
var bulletsFiredTotal := 0
var bulletsMadeTotal := 0
var bulletArray:Array = []
var timer:= Timer.new()
@onready var coins: Node = $"../Coins"
@onready var enemies: Node = $"../enemies"
@onready var gun_trigger: Area2D = $"../GunTrigger"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var ui: Control = $"../CanvasLayer/Control"
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)
## enemy loop
for n in enemies.get_children():
print("enemy found")
totalEnemies += 1
n.playerDamage.connect(GameController.playerDamage)
## wire up game controller signals to Player
## 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(showGun)
gun_trigger.gunCollect.connect(GameController.gunCollected)
gun_trigger.gunCollect.connect(player.gunCollected)
player.playerDead.connect(deadPlayer)
GameController.coinsUpdate.connect(ui.coinsUpdate)
GameController.setTotalCoins(totalCoins)
GameController.sendOptions()
func bulletFactory():
print("Make a bullet at the factory")
var mybullet
@@ -60,3 +89,14 @@ func killPlayer():
func deadPlayer():
GameController.reset()
get_tree().reload_current_scene()
func showGun(gun):
if gun == true:
player.gunCollected()
else:
player.gunDrop()
func changeLevel(level):
print("Scene Manager should change level")
GameController.reset()
get_tree().change_scene_to_file(level)
+5 -7
View File
@@ -1,6 +1,6 @@
extends Area2D
var BoxCount = 0
var MaxBoxes = 3
signal gunCollect
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -14,8 +14,6 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Trigger saw a thing")
if body.is_in_group("box"):
print("box hit the trigger")
BoxCount +=1
if BoxCount >= MaxBoxes:
print("YU WUN")
if body.is_in_group("player"):
print("player entered area")
gunCollect.emit()
+23
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@@ -0,0 +1,23 @@
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 = 0
var tempCoinTotal = 0
func timerUpdate(amt):
timer.text = "Seconds : " + str(amt)
func healthUpdate(amt):
health.text = ("Heath : " + str(amt))
func coinsUpdate(amt, total):
print("Update the UI " +str(amt))
tempCoinCount = amt
tempCoinTotal = total
if coins:
coins.text = ("Coins: " + str(amt) + " of " + str(total))
func _ready() -> void:
coins.text = "Coins: " + str(tempCoinCount) + " of " + str(tempCoinTotal)