Added a game manager and better gameplay loop
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b3b955e0c4
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119 files changed
+523
-146
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@@ -13,6 +13,9 @@ extends CharacterBody2D
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@onready var animated_sprite = $AnimatedSprite2D
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signal defeatAnimComplete
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var currentAnim = "idle"
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var faceLeft = false
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var pushLeftEnabled = false
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var pushRightEnabled = false
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@@ -26,7 +29,7 @@ var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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func defeated():
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print("character body player defeated")
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animated_sprite.play("death")
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playPlayerAnimation("death")
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living = false
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func _physics_process(delta):
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@@ -75,15 +78,14 @@ func _physics_process(delta):
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if is_on_floor():
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if direction==0:
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animated_sprite.play("idle")
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playPlayerAnimation("idle")
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else:
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animated_sprite.play("run")
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playPlayerAnimation("run")
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else:
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animated_sprite.play("jump")
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playPlayerAnimation("jump")
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move_and_slide()
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if right_ray.is_colliding():
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print("right ray is colliding")
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var collider = right_ray.get_collider()
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#what did we hit?
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if collider is Node:
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@@ -95,7 +97,6 @@ func _physics_process(delta):
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pushRightEnabled = false
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if left_ray.is_colliding():
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print("left ray is colliding")
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("boxes"):
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@@ -109,3 +110,13 @@ func _physics_process(delta):
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal()* BUMP_FORCE)
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func onAnimationFinished():
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if currentAnim == "death":
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defeatAnimComplete.emit()
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func playPlayerAnimation(name):
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currentAnim = name
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animated_sprite.play(currentAnim)
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+3
-12
@@ -1,18 +1,9 @@
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extends Area2D
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@onready var gameCtrl = %GameController
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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class_name Coin extends Area2D
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signal coinCollected
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func _on_body_entered(body):
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print("somebody hit a coin")
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if body.is_in_group("player"):
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gameCtrl.coinCollected()
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coinCollected.emit()
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queue_free()
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+5
-3
@@ -1,11 +1,13 @@
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extends Area2D
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@onready var gameCtrl = %GameController
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class_name Enemy extends Area2D
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@onready var right_cast = $RightCast
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@onready var left_cast = $LeftCast
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@onready var right_floor_cast = $RightFloorCast
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@onready var left_floor_cast = $LeftFloorCast
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@onready var sprite = $AnimatedSprite2D
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signal playerDamage
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const speed = 60
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var direction = 1
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@@ -38,4 +40,4 @@ func _process(delta):
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func _on_body_entered(body):
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if body.is_in_group("player"):
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gameCtrl.playerDefeated()
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playerDamage.emit()
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@@ -0,0 +1,25 @@
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extends Node
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var player: Resource
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var coinsCollectedTotal: int = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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print("GameManager is loaded")
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player = load("res://scripts/resources/playerStats.tres")
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func coinCollected():
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coinsCollectedTotal += 1
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print("coins collected " + str(coinsCollectedTotal))
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func playerDamage():
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if player.currentHealth > 0:
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player.currentHealth -= 20
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print("player health is now " + str(player.currentHealth))
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func resetPlayer():
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player.currentHealth = player.maxHealth
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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+22
-14
@@ -4,18 +4,27 @@ var myBox = preload("res://scenes/crate.tscn")
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@onready var box_trap = $"../BoxTrap"
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@onready var timer = $Timer
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@onready var player = $"../CharacterBody2D"
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var totalCoins = 0
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@onready var coins = $"../Coins"
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@onready var enemies = $"../Enemies"
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@onready var ui = $"../CanvasLayer/Control"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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GameManager.resetPlayer()
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for n in coins.get_children():
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if n is Coin:
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#wire up our listener
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n.coinCollected.connect(_on_area_2d_coin_collected)
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for n in enemies.get_children():
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if n is Enemy:
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n.playerDamage.connect(playerDamage)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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if GameManager.player.currentHealth <= 0 and player.living:
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player.defeated()
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timer.start()
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func _on_area_2d_areatrigger(effect, body):
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print("Game Controller sees the trigger " + effect)
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@@ -26,14 +35,13 @@ func _on_area_2d_areatrigger(effect, body):
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owner.add_child(box)
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box.transform = box_trap.global_transform
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func coinCollected():
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totalCoins += 1
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print("Coin added! Total coins is now " + str(totalCoins))
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func playerDefeated():
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player.defeated()
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timer.start()
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func resetWorld():
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get_tree().reload_current_scene()
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func _on_area_2d_coin_collected():
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GameManager.coinCollected()
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ui.coinsUpdate(GameManager.coinsCollectedTotal)
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func playerDamage():
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GameManager.playerDamage()
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ui.healthUpdate(GameManager.player.currentHealth)
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@@ -0,0 +1,5 @@
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class_name Character extends Resource
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@export var maxHealth: int = 100
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@export var startHealth: int = 100
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@export var currentHealth: int = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://dxc7dg75pkbqa"]
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[ext_resource type="Script" path="res://scripts/resources/characterStats.gd" id="1_pm5p8"]
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[resource]
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script = ExtResource("1_pm5p8")
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maxHealth = 100
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startHealth = 100
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currentHealth = 100
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@@ -0,0 +1,9 @@
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[gd_resource type="Resource" script_class="Character" load_steps=2 format=3 uid="uid://udhbmduy86bh"]
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[ext_resource type="Script" path="res://scripts/resources/characterStats.gd" id="1_ys1fs"]
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[resource]
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script = ExtResource("1_ys1fs")
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maxHealth = 50
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startHealth = 50
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currentHealth = 50
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@@ -0,0 +1,14 @@
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extends Control
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@onready var health = $VBoxContainer/HBoxContainer/Health
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@onready var coins = $VBoxContainer/HBoxContainer/Coins
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func _ready():
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coinsUpdate(GameManager.coinsCollectedTotal)
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healthUpdate(GameManager.player.currentHealth)
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func healthUpdate(amt):
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health.text = "Health: " + str(amt)
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func coinsUpdate(amt):
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coins.text = "Coins: " + str(amt)
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