gamemanager, ui, and more!

This commit is contained in:
mitchellgunn committed 2024-08-19 21:07:42 -04:00
1 parent ee3464597a
commit b0a6ef603e
117 files changed
+556 -134

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+15 -8
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@@ -12,6 +12,9 @@ extends CharacterBody2D
@onready var marker_left = $MarkerLeft
@onready var animated_sprite = $AnimatedSprite2D
signal deathComplete
var currentPlaying = "idle"
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
@@ -26,7 +29,8 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func die():
print("You died!")
animated_sprite.play("death")
currentPlaying = "death"
animated_sprite.play(currentPlaying)
living = false
func _physics_process(delta):
@@ -39,7 +43,6 @@ func _physics_process(delta):
velocity.y = JUMP_VELOCITY
# Hand force push (melee attack)
if Input.is_action_just_pressed("push") && pushRightEnabled && faceLeft == false:
print("I should force push")
pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE * 10)
pushRightEnabled = false
if Input.is_action_just_pressed("push") && pushLeftEnabled:
@@ -79,27 +82,27 @@ func _physics_process(delta):
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction == 0:
animated_sprite.play("idle")
currentPlaying = "idle"
animated_sprite.play(currentPlaying)
else:
animated_sprite.play("run")
currentPlaying = "run"
animated_sprite.play(currentPlaying)
else:
animated_sprite.play("jump")
currentPlaying = "jump"
animated_sprite.play(currentPlaying)
move_and_slide()
if right_ray.is_colliding():
print("right ray is colliding")
var collider = right_ray.get_collider()
#what did we hit?
if collider is Node:
if collider.is_in_group("boxes"):
print("This is a pushable box")
pushRightEnabled = true
pushTarget = collider
else:
pushRightEnabled = false
if left_ray.is_colliding():
print("left ray is colliding")
var collider = left_ray.get_collider()
if collider is Node:
if collider.is_in_group("boxes"):
@@ -113,3 +116,7 @@ func _physics_process(delta):
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():
if currentPlaying == "death":
deathComplete.emit()
+25
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@@ -0,0 +1,25 @@
extends Node
var coinCollectedTotal:int = 0
var player: Resource
# Called when the node enters the scene tree for the first time.
func _ready():
print("GameManager is here!")
player = load("res://scripts/resources/player_stats.tres")
func coinCollected():
coinCollectedTotal += 1
print("coins collected " + str(coinCollectedTotal))
func playerDamage():
player.health -= 20
print("Player health is now " + str(player.health))
func resetPlayer():
player.health = player.max_health
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
+5 -5
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@@ -1,14 +1,15 @@
extends Area2D
class_name BadGuy extends Area2D
@export var speed = 60.0
var direction = 1
@onready var sprite = $AnimatedSprite2D
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
@onready var sprite = $AnimatedSprite2D
@onready var right_floor_cast = $RightFloorCast
@onready var left_floor_cast = $LeftFloorCast
@onready var game = %GameController
signal playerDamage
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -34,7 +35,6 @@ func _process(delta):
#movement
position.x += direction * speed * delta
func _on_body_entered(body):
if body.is_in_group("player"):
game.playerDeath()
playerDamage.emit()
+3 -13
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@@ -1,19 +1,9 @@
extends Area2D
@onready var game = %GameController
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
class_name Coin extends Area2D
signal coinCollected
func _on_body_entered(body):
if body.is_in_group("player"):
print("somebody entered a coin")
game.coinCollected()
coinCollected.emit()
queue_free()
+31 -13
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@@ -5,17 +5,29 @@ var myBox = preload("res://scenes/crate.tscn")
@onready var box_trap = $"../BoxTrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
var totalCoins = 0
@onready var coins = $"../Coins"
@onready var enemies = $"../Enemies"
@onready var ui = $"../CanvasLayer/UI"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
GameManager.resetPlayer()
ui.coinsUpdate(GameManager.coinCollectedTotal)
ui.healthUpdate(GameManager.player.health)
#the above might not always work, and might return an error due to loading orders;
#if that happens, uncomment the initialization versions in the ui script itself
for n in coins.get_children():
if n is Coin:
#wire up our listener
n.coinCollected.connect(_on_coin_coin_collected)
for n in enemies.get_children():
if n is BadGuy:
n.playerDamage.connect(playerDamage)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
if GameManager.player.health <= 0 and player.living:
player.die()
func _on_area_2d_areatrigger(effect, body):
print("Game Controller sees the trigger " + effect)
@@ -29,13 +41,19 @@ func _on_area_2d_areatrigger(effect, body):
owner.add_child(box)
box.transform = box_trap.transform
func coinCollected():
totalCoins += 1
print("I have " + str(totalCoins) + " coins")
func playerDeath():
player.die()
timer.start()
func resetWorld():
get_tree().reload_current_scene()
func _on_coin_coin_collected():
GameManager.coinCollected()
ui.coinsUpdate(GameManager.coinCollectedTotal)
func playerDamage():
if player.living:
GameManager.playerDamage()
ui.healthUpdate(GameManager.player.health)
func _on_death_complete():
#this is where we start the timer that will, in turn, reset the world
timer.start(0.5)
+5
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@@ -0,0 +1,5 @@
class_name Character extends Resource
@export var max_health: int = 100
@export var starting_health: int = 100
@export var health: int = 100
+9
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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://whu7qibv7bmy"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_26k3c"]
[resource]
script = ExtResource("1_26k3c")
max_health = 100
starting_health = 100
health = 100
+9
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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://dbf2ykast7vdv"]
[ext_resource type="Script" path="res://scripts/resources/character_stats.gd" id="1_72f0x"]
[resource]
script = ExtResource("1_72f0x")
max_health = 50
starting_health = 50
health = 50
+14
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@@ -0,0 +1,14 @@
extends Control
@onready var health = $VBoxContainer/HBoxContainer/MarginContainer/Health
@onready var coins = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
#func _ready():
#coinsUpdate(GameManager.coinCollectedTotal)
#healthUpdate(GameManager.player.health)
func healthUpdate(amt):
health.text = "Health: " + str(amt)
func coinsUpdate(amt):
coins.text = "Coins: " + str(amt)