Added a game manager and better gameplay loop

This commit is contained in:
winniewk committed 2024-08-19 21:09:36 -04:00
1 parent b3b955e0c4
commit 334167167f
119 files changed
+523 -146

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+17 -6
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@@ -13,6 +13,9 @@ extends CharacterBody2D
@onready var animated_sprite = $AnimatedSprite2D
signal defeatAnimComplete
var currentAnim = "idle"
var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
@@ -26,7 +29,7 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func defeated():
print("character body player defeated")
animated_sprite.play("death")
playPlayerAnimation("death")
living = false
func _physics_process(delta):
@@ -75,15 +78,14 @@ func _physics_process(delta):
velocity.x = move_toward(velocity.x, 0, SPEED)
if is_on_floor():
if direction==0:
animated_sprite.play("idle")
playPlayerAnimation("idle")
else:
animated_sprite.play("run")
playPlayerAnimation("run")
else:
animated_sprite.play("jump")
playPlayerAnimation("jump")
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:
@@ -95,7 +97,6 @@ func _physics_process(delta):
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"):
@@ -109,3 +110,13 @@ 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 onAnimationFinished():
if currentAnim == "death":
defeatAnimComplete.emit()
func playPlayerAnimation(name):
currentAnim = name
animated_sprite.play(currentAnim)
+3 -12
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@@ -1,18 +1,9 @@
extends Area2D
@onready var gameCtrl = %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):
print("somebody hit a coin")
if body.is_in_group("player"):
gameCtrl.coinCollected()
coinCollected.emit()
queue_free()
+5 -3
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@@ -1,11 +1,13 @@
extends Area2D
@onready var gameCtrl = %GameController
class_name Enemy extends Area2D
@onready var right_cast = $RightCast
@onready var left_cast = $LeftCast
@onready var right_floor_cast = $RightFloorCast
@onready var left_floor_cast = $LeftFloorCast
@onready var sprite = $AnimatedSprite2D
signal playerDamage
const speed = 60
var direction = 1
@@ -38,4 +40,4 @@ func _process(delta):
func _on_body_entered(body):
if body.is_in_group("player"):
gameCtrl.playerDefeated()
playerDamage.emit()
+25
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@@ -0,0 +1,25 @@
extends Node
var player: Resource
var coinsCollectedTotal: int = 0
# Called when the node enters the scene tree for the first time.
func _ready():
print("GameManager is loaded")
player = load("res://scripts/resources/playerStats.tres")
func coinCollected():
coinsCollectedTotal += 1
print("coins collected " + str(coinsCollectedTotal))
func playerDamage():
if player.currentHealth > 0:
player.currentHealth -= 20
print("player health is now " + str(player.currentHealth))
func resetPlayer():
player.currentHealth = player.maxHealth
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
+22 -14
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@@ -4,18 +4,27 @@ 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/Control"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
GameManager.resetPlayer()
for n in coins.get_children():
if n is Coin:
#wire up our listener
n.coinCollected.connect(_on_area_2d_coin_collected)
for n in enemies.get_children():
if n is Enemy:
n.playerDamage.connect(playerDamage)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
if GameManager.player.currentHealth <= 0 and player.living:
player.defeated()
timer.start()
func _on_area_2d_areatrigger(effect, body):
print("Game Controller sees the trigger " + effect)
@@ -26,14 +35,13 @@ func _on_area_2d_areatrigger(effect, body):
owner.add_child(box)
box.transform = box_trap.global_transform
func coinCollected():
totalCoins += 1
print("Coin added! Total coins is now " + str(totalCoins))
func playerDefeated():
player.defeated()
timer.start()
func resetWorld():
get_tree().reload_current_scene()
func _on_area_2d_coin_collected():
GameManager.coinCollected()
ui.coinsUpdate(GameManager.coinsCollectedTotal)
func playerDamage():
GameManager.playerDamage()
ui.healthUpdate(GameManager.player.currentHealth)
+5
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@@ -0,0 +1,5 @@
class_name Character extends Resource
@export var maxHealth: int = 100
@export var startHealth: int = 100
@export var currentHealth: 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://dxc7dg75pkbqa"]
[ext_resource type="Script" path="res://scripts/resources/characterStats.gd" id="1_pm5p8"]
[resource]
script = ExtResource("1_pm5p8")
maxHealth = 100
startHealth = 100
currentHealth = 100
+9
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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://udhbmduy86bh"]
[ext_resource type="Script" path="res://scripts/resources/characterStats.gd" id="1_ys1fs"]
[resource]
script = ExtResource("1_ys1fs")
maxHealth = 50
startHealth = 50
currentHealth = 50
+14
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@@ -0,0 +1,14 @@
extends Control
@onready var health = $VBoxContainer/HBoxContainer/Health
@onready var coins = $VBoxContainer/HBoxContainer/Coins
func _ready():
coinsUpdate(GameManager.coinsCollectedTotal)
healthUpdate(GameManager.player.currentHealth)
func healthUpdate(amt):
health.text = "Health: " + str(amt)
func coinsUpdate(amt):
coins.text = "Coins: " + str(amt)