multi levels; closed loop; custom resources; character stats; enemy attacks; player attacks; enemy movement started

This commit is contained in:
torontocaper committed 2025-11-03 20:56:43 -05:00
1 parent 0d6ffa22df
commit 1e24e0a59a
39 files changed
+1475 -61

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+6 -3
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@@ -1,11 +1,10 @@
class_name Bullet
extends Area2D
## Bang bang!
@export var speed : float = 700
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
signal bullet_damaged(thing_damaged, bullet)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
@@ -13,3 +12,7 @@ func _process(delta: float) -> void:
func set_speed(value) -> void:
speed = value
func _on_area_entered(area: Area2D) -> void:
bullet_damaged.emit(area, self) # Replace with function body.
+5
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@@ -7,3 +7,8 @@ func _on_body_entered(body: Node2D) -> void:
print_debug("body connected with coin")
if body is Player:
coin_collected.emit(body, self)
if body is Grenade:
self.visible = false
body.explode()
await body.animated_sprite_2d.animation_finished
self.queue_free()
+90 -11
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@@ -2,6 +2,48 @@ extends Node2D
var coins_collected : int = 0
var total_coins : int = 0
var levels = ["res://scenes/game.tscn", "res://scenes/level_2.tscn", "res://scenes/level_3.tscn"]
var timers = [10, 15, 20]
var time_available : int = 0
var current_level = 0
var timer = Timer.new()
## Signals
signal level_changed(level)
signal destroyed(body)
signal player_damaged(health, max_health)
signal player_death
var enemy_stats : CharacterStats
var player_stats : CharacterStats
var enemies_dict : Dictionary = {}
var player_current_health : int = 0
func _ready() -> void:
# load in characters
enemy_stats = load("res://resources/slime_stats.tres")
player_stats = load("res://resources/player_stats.tres")
player_current_health = player_stats.starting_health
add_child(timer)
timer.wait_time = 1.0
timer.one_shot = false
timer.connect("timeout", second_counter)
timer.start()
func second_counter() -> void:
time_available -= 1
if time_available <= 0:
print_debug("You ran out of time! Emitting level_changed signal")
#get_tree().call_deferred("change_scene_to_file", levels[current_level])
#await get_tree().create_timer(1.0).timeout
level_changed.emit(levels[current_level])
func reset() -> void:
print_debug("Resetting the level")
enemies_dict.clear()
player_current_health = player_stats["starting_health"]
time_available = timers[current_level]
print_debug("You have %s seconds to find all the coins" % str(time_available))
func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
print("Game controller knows %s trigger fired " % intent)
@@ -9,7 +51,7 @@ func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
"destroy":
print("Destroy this thing!")
if body is RigidBody2D:
body.queue_free()
destroyed.emit(body)
"powerup":
print("Power this thing up!")
@@ -18,15 +60,52 @@ func on_coin_collected(_body, coin) -> void:
coins_collected += 1
print_debug("Coins collected: %s" % str(coins_collected))
print_debug("There are %s coins remaining" % str(total_coins - coins_collected))
coin.queue_free()
if coins_collected >= total_coins:
print_debug("You win!")
await get_tree().create_timer(1.0).timeout
get_tree().call_deferred("reload_current_scene")
func on_player_slimed(body, slime) -> void:
print_debug("GC knows player slimed")
destroyed.emit(coin)
func set_total_coins(value) -> void:
total_coins = value
print_debug("There are %s coins in the level" % str(total_coins))
print_debug("Setting coin total to %s" % str(value))
if value == 0:
# You won!
current_level += 1
if current_level >= levels.size():
current_level = 0
#await get_tree().create_timer(1.0).timeout
level_changed.emit(levels[current_level])
#total_coins = value
print_debug("There are %s coins in the level" % str(value))
func on_player_slimed(_body, slime) -> void:
print_debug("GC knows player slimed")
print_debug("Damage: " + str(enemies_dict[slime]["damage"]))
player_current_health -= enemies_dict[slime]["damage"]
if player_current_health <= 0:
print_debug("Player dead!")
player_death.emit()
else:
print_debug("Taking damage")
player_damaged.emit(player_current_health, player_stats.starting_health)
print_debug("Player Health: " + str(player_current_health) + " of " + str(player_stats.starting_health))
func add_enemy_to_level(enemy) -> void:
print_debug("GC adding %s to level" % enemy.name)
var rand_damage : int = randi() % 10
var this_enemy_stats : Dictionary = {
"health": enemy_stats.health,
"damage": enemy_stats.melee_damage + rand_damage
}
enemies_dict[enemy] = this_enemy_stats
func bullet_damage(thing_damaged, _bullet) -> void:
print_debug("Bullet has hit %s" % thing_damaged.name)
if thing_damaged is Slimer:
print_debug("Hitting a slime!")
enemies_dict[thing_damaged]["health"] -= player_stats.ranged_damage
if enemies_dict[thing_damaged]["health"] <= 0:
print("Enemy killed")
remove_enemy_from_level(thing_damaged)
destroyed.emit(thing_damaged)
else:
print_debug("Slime health is %s" % enemies_dict[thing_damaged]["health"])
func remove_enemy_from_level(enemy) -> void:
enemies_dict.erase(enemy)
+40 -14
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@@ -6,27 +6,45 @@ var grenade = preload("res://scenes/grenade.tscn")
var bullet_array = []
var total_allowed_bullets : int = 7
@onready var game: Node2D = $".."
@onready var coins: Node = $"../Coins"
@onready var enemies: Node = $"../Enemies"
func _ready() -> void:
GameController.reset()
build_level()
func build_level() -> void:
var total_coins : int = 0
if coins:
for coin in coins.get_children():
if coin is Coin:
total_coins += 1
coin.coin_collected.connect(game.on_coin_collected)
game.set_total_coins(total_coins)
var total_enemies : int = 0
update_coins()
var _total_enemies : int = 0
if enemies:
for enemy in enemies.get_children():
if enemy is Slimer:
total_enemies += 1
enemy.player_slimed.connect(game.on_player_slimed)
update_enemies()
# Wire up signals from GameController
GameController.level_changed.connect(change_scene)
GameController.destroyed.connect(destroy)
func update_enemies() -> void:
var total_enemies : int = 0
for enemy in enemies.get_children():
if enemy is Slimer:
total_enemies += 1
if not enemy.player_slimed.is_connected(GameController.on_player_slimed):
enemy.player_slimed.connect(GameController.on_player_slimed)
GameController.add_enemy_to_level(enemy)
func update_coins() -> void:
var total_coins : int = 0
for coin in coins.get_children():
if coin is Coin:
print_debug("Adding %s to the total" % str(coin))
if not coin.coin_collected.is_connected(GameController.on_coin_collected):
coin.coin_collected.connect(GameController.on_coin_collected)
print_debug("There are %s coins in the total" % str(total_coins))
if not coin.tree_exited.is_connected(update_coins):
coin.tree_exited.connect(update_coins)
total_coins += 1
GameController.set_total_coins(total_coins)
func make_bullet(_bullet_position, _bullet_speed) -> void:
print("make a bullet; put it in the world")
@@ -37,7 +55,7 @@ func make_bullet(_bullet_position, _bullet_speed) -> void:
func make_grenade(_grenade_position, _grenade_direction) -> void:
print("SM make a grenade")
var my_grenade : Grenade = grenade.instantiate()
game.add_child(my_grenade)
GameController.add_child(my_grenade)
my_grenade.transform = _grenade_position
my_grenade.apply_central_impulse(Vector2(_grenade_direction, -1) * 200)
@@ -46,7 +64,8 @@ func bullet_factory() -> Bullet:
if bullet_array.size() < total_allowed_bullets:
# make a new bullet
my_bullet = bullet.instantiate()
game.add_child(my_bullet)
my_bullet.bullet_damaged.connect(GameController.bullet_damage)
owner.add_child(my_bullet)
else:
my_bullet = bullet_array.pop_back()
bullet_array.push_front(my_bullet)
@@ -56,3 +75,10 @@ func _on_world_boundary_body_entered(body: Node2D) -> void:
if body is Player:
var current_scene = get_tree()
current_scene.call_deferred("reload_current_scene")
func change_scene(level) -> void:
print_debug("Changing scene to level %s" % level)
get_tree().call_deferred("change_scene_to_file", level)
func destroy(body) -> void:
body.queue_free()
+11
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@@ -1,8 +1,19 @@
class_name Slimer
extends Area2D
@onready var right_cast: RayCast2D = $RightCast
@onready var left_cast: RayCast2D = $LeftCast
@onready var right_down_cast: RayCast2D = $RightDownCast
@onready var left_down_cast: RayCast2D = $LeftDownCast
var speed : int = 100
var direction : int = 1
signal player_slimed(body, slime)
func _process(delta: float) -> void:
position.x += direction * speed * delta
func _on_body_entered(body: Node2D) -> void:
if body is Player:
print_debug("Player hit Slimer")