multiple level, timer, health, coins

This commit is contained in:
konzy 2024-12-23 21:28:19 -05:00
parent 8966ac2165
commit a580dca65b
11 changed files with 713 additions and 29 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c3xr4fwxpeu23"
path="res://.godot/imported/gun.png-0c592469fac74b3ce84af2d47ecd4d5f.ctex"
metadata={
"vram_texture": false
}
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source_file="res://assets/graphics/pickups/gun.png"
dest_files=["res://.godot/imported/gun.png-0c592469fac74b3ce84af2d47ecd4d5f.ctex"]
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mipmaps/generate=false
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roughness/mode=0
roughness/src_normal=""
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process/normal_map_invert_y=false
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@ -1,4 +1,4 @@
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texture_filter = 1
position = Vector2(0, -1)
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animation = &"death"
animation = &"idle"
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View File

@ -1,4 +1,4 @@
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@ -11,6 +11,7 @@
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9:1/0/terrains_peering_bit/right_side = 0
9:1/0/terrains_peering_bit/bottom_right_corner = 0
9:1/0/terrains_peering_bit/bottom_side = 0
9:1/0/terrains_peering_bit/top_side = 0
9:1/0/terrains_peering_bit/top_right_corner = 0
10:1/0 = 0
10:1/0/terrain_set = 0
10:1/0/terrain = 0
10:1/0/terrains_peering_bit/right_side = 0
10:1/0/terrains_peering_bit/bottom_side = 0
10:1/0/terrains_peering_bit/left_side = 0
10:1/0/terrains_peering_bit/top_left_corner = 0
10:1/0/terrains_peering_bit/top_side = 0
10:1/0/terrains_peering_bit/top_right_corner = 0
12:1/0 = 0
12:1/0/terrain_set = 0
12:1/0/terrain = 0
12:1/0/terrains_peering_bit/right_side = 0
12:1/0/terrains_peering_bit/bottom_side = 0
12:1/0/terrains_peering_bit/top_side = 0
12:1/0/terrains_peering_bit/top_right_corner = 0
13:1/0 = 0
13:1/0/terrain_set = 0
13:1/0/terrain = 0
13:1/0/terrains_peering_bit/bottom_side = 0
13:1/0/terrains_peering_bit/left_side = 0
13:1/0/terrains_peering_bit/top_left_corner = 0
13:1/0/terrains_peering_bit/top_side = 0
15:1/0 = 0
15:1/0/terrain_set = 0
15:1/0/terrain = 0
15:1/0/terrains_peering_bit/right_side = 0
15:1/0/terrains_peering_bit/bottom_side = 0
15:1/0/terrains_peering_bit/bottom_left_corner = 0
15:1/0/terrains_peering_bit/top_side = 0
15:1/0/terrains_peering_bit/top_right_corner = 0
16:1/0 = 0
16:1/0/terrain_set = 0
16:1/0/terrain = 0
16:1/0/terrains_peering_bit/bottom_right_corner = 0
16:1/0/terrains_peering_bit/left_side = 0
16:1/0/terrains_peering_bit/top_left_corner = 0
16:1/0/terrains_peering_bit/top_side = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:2/0/terrains_peering_bit/right_side = 0
0:2/0/terrains_peering_bit/top_side = 0
0:2/0/terrains_peering_bit/top_right_corner = 0
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/left_side = 0
1:2/0/terrains_peering_bit/top_left_corner = 0
1:2/0/terrains_peering_bit/top_side = 0
1:2/0/terrains_peering_bit/top_right_corner = 0
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_left_corner = 0
2:2/0/terrains_peering_bit/top_side = 0
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/terrain = 0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
4:2/0/terrains_peering_bit/top_side = 0
6:3/0 = 0
6:3/0/terrain_set = 0
6:3/0/terrain = 0
6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 2.25, -16, 2.5, 16, -16, 16)
6:3/0/terrains_peering_bit/right_side = 0
6:3/0/terrains_peering_bit/bottom_side = 0
6:3/0/terrains_peering_bit/top_side = 0
6:3/0/terrains_peering_bit/top_right_corner = 0
7:3/0 = 0
7:3/0/terrain_set = 0
7:3/0/terrain = 0
7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-1.25, -16, 16, -16, 16, 16, -1.5, 16)
7:3/0/terrains_peering_bit/bottom_side = 0
7:3/0/terrains_peering_bit/left_side = 0
7:3/0/terrains_peering_bit/top_left_corner = 0
7:3/0/terrains_peering_bit/top_side = 0
9:3/0 = 0
9:3/0/terrain_set = 0
9:3/0/terrain = 0
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -0.75, -16, -1)
9:3/0/terrains_peering_bit/right_side = 0
9:3/0/terrains_peering_bit/bottom_side = 0
9:3/0/terrains_peering_bit/bottom_left_corner = 0
9:3/0/terrains_peering_bit/left_side = 0
10:3/0 = 0
10:3/0/terrain_set = 0
10:3/0/terrain = 0
10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -0.75, -16, -1)
10:3/0/terrains_peering_bit/right_side = 0
10:3/0/terrains_peering_bit/bottom_right_corner = 0
10:3/0/terrains_peering_bit/bottom_side = 0
10:3/0/terrains_peering_bit/left_side = 0
12:3/0 = 0
12:3/0/terrain_set = 0
12:3/0/terrain = 0
12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(2.5, -16, -16, -16, -16, 16, 2.25, 16)
12:3/0/terrains_peering_bit/right_side = 0
12:3/0/terrains_peering_bit/bottom_side = 0
12:3/0/terrains_peering_bit/top_side = 0
13:3/0 = 0
13:3/0/terrain_set = 0
13:3/0/terrain = 0
13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, -16, -16, -16, -1.5, 16, -1.25)
13:3/0/terrains_peering_bit/right_side = 0
13:3/0/terrains_peering_bit/bottom_side = 0
13:3/0/terrains_peering_bit/left_side = 0
15:3/0 = 0
15:3/0/terrain_set = 0
15:3/0/terrain = 0
15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16, -16, -16)
15:3/0/terrains_peering_bit/right_side = 0
15:3/0/terrains_peering_bit/bottom_side = 0
16:3/0 = 0
16:3/0/terrain_set = 0
16:3/0/terrain = 0
16:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16, -16, -16)
16:3/0/terrains_peering_bit/bottom_side = 0
16:3/0/terrains_peering_bit/left_side = 0
0:4/0 = 0
0:4/0/terrain_set = 0
0:4/0/terrain = 0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
0:4/0/terrains_peering_bit/right_side = 0
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/terrain = 0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
1:4/0/terrains_peering_bit/right_side = 0
1:4/0/terrains_peering_bit/left_side = 0
2:4/0 = 0
2:4/0/terrain_set = 0
2:4/0/terrain = 0
2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
2:4/0/terrains_peering_bit/left_side = 0
4:4/0 = 0
4:4/0/terrain_set = 0
4:4/0/terrain = 0
4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
6:4/0 = 0
6:4/0/terrain_set = 0
6:4/0/terrain = 0
6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 2.25, -16, 2.5, 16, -16, 16)
6:4/0/terrains_peering_bit/right_side = 0
6:4/0/terrains_peering_bit/bottom_right_corner = 0
6:4/0/terrains_peering_bit/bottom_side = 0
6:4/0/terrains_peering_bit/top_side = 0
7:4/0 = 0
7:4/0/terrain_set = 0
7:4/0/terrain = 0
7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-1.25, -16, 16, -16, 16, 16, -1.5, 16)
7:4/0/terrains_peering_bit/bottom_side = 0
7:4/0/terrains_peering_bit/bottom_left_corner = 0
7:4/0/terrains_peering_bit/left_side = 0
7:4/0/terrains_peering_bit/top_side = 0
9:4/0 = 0
9:4/0/terrain_set = 0
9:4/0/terrain = 0
9:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -0.75, 16, -0.75, 16, 16, -16, 16)
9:4/0/terrains_peering_bit/right_side = 0
9:4/0/terrains_peering_bit/left_side = 0
9:4/0/terrains_peering_bit/top_left_corner = 0
9:4/0/terrains_peering_bit/top_side = 0
10:4/0 = 0
10:4/0/terrain_set = 0
10:4/0/terrain = 0
10:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -0.75, 16, -0.75, 16, 16, -16, 16)
10:4/0/terrains_peering_bit/right_side = 0
10:4/0/terrains_peering_bit/left_side = 0
10:4/0/terrains_peering_bit/top_side = 0
10:4/0/terrains_peering_bit/top_right_corner = 0
12:4/0 = 0
12:4/0/terrain_set = 0
12:4/0/terrain = 0
12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -0.75, 16, -0.75, 16, 16, -16, 16)
12:4/0/terrains_peering_bit/right_side = 0
12:4/0/terrains_peering_bit/left_side = 0
12:4/0/terrains_peering_bit/top_side = 0
13:4/0 = 0
13:4/0/terrain_set = 0
13:4/0/terrain = 0
13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(0.75, 1.75, 1.5, -16, 16, -16, 16, 16, -16, 16, -16, 2)
13:4/0/terrains_peering_bit/bottom_side = 0
13:4/0/terrains_peering_bit/left_side = 0
13:4/0/terrains_peering_bit/top_side = 0
15:4/0 = 0
15:4/0/terrain_set = 0
15:4/0/terrain = 0
15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16, -16, -16)
15:4/0/terrains_peering_bit/right_side = 0
15:4/0/terrains_peering_bit/top_side = 0
16:4/0 = 0
16:4/0/terrain_set = 0
16:4/0/terrain = 0
16:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -16, 16, -16, -16)
16:4/0/terrains_peering_bit/left_side = 0
16:4/0/terrains_peering_bit/top_side = 0
[sub_resource type="TileSet" id="TileSet_g2n8d"]
tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 1
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Ground"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_1/mode = 0
terrain_set_1/terrain_0/name = "Sky"
terrain_set_1/terrain_0/color = Color(0.221849, 0.355777, 0.718167, 1)
sources/0 = SubResource("TileSetAtlasSource_xdbrn")
pattern_0 = SubResource("TileMapPattern_fkdsw")
pattern_1 = SubResource("TileMapPattern_d80y5")
[sub_resource type="RectangleShape2D" id="RectangleShape2D_0jo0r"]
[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_jsnkw"]
[node name="Game" type="Node2D"]
[node name="Background" type="Parallax2D" parent="."]
scroll_scale = Vector2(0.5, 1)
repeat_size = Vector2(320, 0)
[node name="Forest" type="Sprite2D" parent="Background"]
texture_filter = 1
position = Vector2(160, 90)
texture = ExtResource("1_mkwno")
[node name="Sprite2D" type="Sprite2D" parent="Background"]
position = Vector2(160, -58)
scale = Vector2(1, 3.86667)
texture = ExtResource("2_y8f7m")
[node name="Midground" type="Parallax2D" parent="."]
repeat_size = Vector2(320, 0)
[node name="Sprite2D" type="Sprite2D" parent="Midground"]
texture_filter = 1
position = Vector2(160, 90)
texture = ExtResource("3_n07k2")
[node name="TileMapLayer" type="TileMapLayer" parent="."]
position = Vector2(-1, 0)
tile_map_data = PackedByteArray("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")
tile_set = SubResource("TileSet_g2n8d")
[node name="SceneManager" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("5_5akcu")
[node name="CharacterBody2D" parent="." instance=ExtResource("6_f6qmn")]
position = Vector2(161, 91)
[node name="Area2D" type="Area2D" parent="."]
position = Vector2(576, 533)
scale = Vector2(18.56, 0.640005)
script = ExtResource("7_1gm3r")
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_0jo0r")
debug_color = Color(0.774214, 0.233911, 0.917118, 0.42)
[node name="RigidBody2D" parent="." instance=ExtResource("8_bs07h")]
position = Vector2(466, 45)
[node name="RigidBody2D2" parent="." instance=ExtResource("8_bs07h")]
position = Vector2(546, 45)
[node name="RigidBody2D3" parent="." instance=ExtResource("8_bs07h")]
position = Vector2(634, 44)
[node name="StaticBody2D" type="StaticBody2D" parent="."]
position = Vector2(592, 169)
metadata/_edit_group_ = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
shape = SubResource("WorldBoundaryShape2D_jsnkw")
[node name="Area2D2" parent="." instance=ExtResource("9_8a5yu")]
position = Vector2(207, 491)
[node name="Parallax2D" type="Parallax2D" parent="."]
visible = false
scroll_scale = Vector2(2, 1)
repeat_size = Vector2(320, 0)
[node name="Sprite2D" type="Sprite2D" parent="Parallax2D"]
position = Vector2(180, 120)
texture = ExtResource("3_n07k2")
[node name="Coins" type="Node" parent="."]
[node name="Coin" parent="Coins" instance=ExtResource("10_dxfeb")]
position = Vector2(686, -47)
[node name="Coin2" parent="Coins" instance=ExtResource("10_dxfeb")]
position = Vector2(494, -79)
[node name="Coin3" parent="Coins" instance=ExtResource("10_dxfeb")]
position = Vector2(395, -45)
[node name="Coin4" parent="Coins" instance=ExtResource("10_dxfeb")]
position = Vector2(299, 17)
[node name="enemies" type="Node" parent="."]
[node name="Area2D3" parent="enemies" instance=ExtResource("11_cyok7")]
position = Vector2(583, -103)
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="Control" parent="CanvasLayer" instance=ExtResource("12_wqc7h")]
[connection signal="body_entered" from="Area2D" to="Area2D" method="_on_body_entered"]

View File

@ -0,0 +1,45 @@
[gd_scene load_steps=2 format=3 uid="uid://cvvcvbamynws3"]
[ext_resource type="Script" path="res://scripts/ui.gd" id="1_m10rs"]
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_m10rs")
[node name="VBoxContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
grow_horizontal = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
layout_mode = 2
[node name="MarginContainer" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="health" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer"]
layout_mode = 2
text = "Health: 100"
[node name="MarginContainer3" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
[node name="timer" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer3"]
layout_mode = 2
text = "Timer: 10"
[node name="MarginContainer2" type="MarginContainer" parent="VBoxContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="coins" type="Label" parent="VBoxContainer/HBoxContainer/MarginContainer2"]
layout_mode = 2
text = "Coins: 0"
horizontal_alignment = 2

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:

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)

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)

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()

View File

@ -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)