Refactored a bit. Created 'Level' class; added UI to each level.

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torontocaper committed 2025-11-11 22:20:56 -05:00
1 parent 09a6140d15
commit 84d09120b2
66 files changed
+384 -165

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+41 -29
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@@ -1,30 +1,46 @@
extends Node2D
var coins_collected : int = 0
var total_coins : int = 0
var levels = ["res://scenes/level_1.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()
## Autoload GameController object for handling game logic
## Signals
signal level_changed(level)
signal destroyed(body)
signal player_damaged(health, max_health)
signal player_death
# Save/load
signal game_loaded(stashed_data)
signal game_saved(level, time_remaining, player_health, enemies_dictionary)
signal timer_updated(time_remaining)
# Player health
signal player_damaged(health, max_health)
signal player_death
# Other
signal coin_collected(coins_remaining)
signal destroyed(body)
signal level_changed(level)
signal timer_updated(time_remaining)
## Member variables
# Coins
var coins_collected : int = 0
var total_coins : int = 0
# Levels
var level_names : Array = DirAccess.open("res://scenes/levels").get_files()
var levels : Array
var current_level = 0
# Save/load
var stash_data : Dictionary = {}
# Timers
var timers = [10, 15, 20]
var time_available : int = 0
var timer = Timer.new()
# Characters
var enemy_stats : CharacterStats
var player_stats : CharacterStats
var enemies_dict : Dictionary = {}
var player_current_health : int = 0
var stash_data : Dictionary = {}
func _ready() -> void:
# test file loading from folder
print_debug("Raw level names: " + str(level_names))
for level_name in level_names:
var level_path = "res://scenes/levels/" + level_name
levels.append(level_path)
print_debug("Adjusted level names: " + str(levels))
# load in characters
enemy_stats = load("res://resources/slime_stats.tres")
player_stats = load("res://resources/player_stats.tres")
@@ -48,8 +64,6 @@ func second_counter() -> void:
timer_updated.emit(time_available)
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:
@@ -57,17 +71,7 @@ func reset() -> void:
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)
match intent:
"destroy":
print("Destroy this thing!")
if body is RigidBody2D:
destroyed.emit(body)
"powerup":
print("Power this thing up!")
func on_coin_collected(_body, coin) -> void:
print_debug("GC knows coin collected")
@@ -80,13 +84,11 @@ func set_total_coins(value) -> void:
coin_collected.emit(value)
print_debug("Setting coin total to %s" % str(value))
if value == 0:
# You won!
print_debug("You beat Level %s!" % levels[current_level])
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:
@@ -152,3 +154,13 @@ func stash_game(stash) -> void:
func set_player_health(value: int) -> void:
print_debug("Setting player health to %s" % str(value))
player_current_health = value
#func _on_trigger_fired(intent: Variant, body: PhysicsBody2D) -> void:
#print("Game controller knows %s trigger fired "change_scene % intent)
#match intent:
#"destroy":
#print("Destroy this thing!")
#if body is RigidBody2D:
#destroyed.emit(body)
#"powerup":
#print("Power this thing up!")
+21
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@@ -0,0 +1,21 @@
class_name Level
extends Node2D
## Documentation comments
## Signals
## Enums
## Constants
## @export variables
## Regular variables
## @onready variables
## Overridden built-in virtual methods
#func _init() -> void:
#func _enter_tree() -> void:
#func _ready() -> void:
#func _process(delta: float) -> void:
#func _physics_process(delta: float) -> void:
## Remaining virtual methods
## Overridden custom methods
## Remaining methods
## Subclasses
+1
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@@ -0,0 +1 @@
uid://djv8gud535in5
+13 -7
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@@ -1,5 +1,6 @@
class_name SceneManager
extends Node2D
## Handles adding and removing scenes, building levels
var bullet = preload("res://scenes/bullet.tscn")
var coin_scene = preload("res://scenes/coin.tscn")
@@ -13,12 +14,18 @@ var total_allowed_bullets : int = 7
@onready var crates: Node = $"../Crates"
@onready var enemies: Node = $"../Enemies"
@onready var player: Player = $"../Player"
@onready var ui: UI = $"../CanvasLayer/UI"
@onready var ui: UI = $"../UILayer/UI"
func _ready() -> void:
GameController.reset()
build_level()
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 build_level() -> void:
if coins:
update_coins()
@@ -26,7 +33,8 @@ func build_level() -> void:
var _total_enemies : int = 0
if enemies:
update_enemies()
# Wire up signals from GameController
# Wire up signals
# GameController
GameController.level_changed.connect(change_scene)
GameController.destroyed.connect(destroy)
GameController.game_saved.connect(on_game_saved)
@@ -34,9 +42,11 @@ func build_level() -> void:
GameController.player_damaged.connect(player.handle_damage)
GameController.player_damaged.connect(ui.update_health)
GameController.player_death.connect(player.handle_death)
player.player_died.connect(GameController.handle_player_death)
GameController.timer_updated.connect(ui.update_timer)
GameController.coin_collected.connect(ui.update_coins)
# Player
player.player_died.connect(GameController.handle_player_death)
func update_enemies() -> void:
var total_enemies : int = 0
@@ -85,10 +95,6 @@ func bullet_factory() -> Bullet:
bullet_array.push_front(my_bullet)
return my_bullet
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)