Added coins, enemies, player death

This commit is contained in:
winniewk 2024-08-12 21:10:32 -04:00
parent f2241640ae
commit 660d311752
60 changed files with 1551 additions and 90 deletions

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slimeEnemy.tscn::PackedScene::4208155081516926623::1723509860::0::1::::<><>::uid://dl8k7bq5pkuvk::::res://graphics/enemies/slime_purple.png<>res://scripts/enemy.gd
::res://scripts/::1723509858
bullet.gd::GDScript::-1::1723500845::0::1::::<>Area2D<>::
CharacterBody2D.gd::GDScript::-1::1723500845::0::1::::<>CharacterBody2D<>::
coin.gd::GDScript::-1::1723504766::0::1::::<>Area2D<>::
enemy.gd::GDScript::-1::1723509858::0::1::::<>Area2D<>::
gamecontroller.gd::GDScript::-1::1723509637::0::1::::<>Node<>::
Trigger.gd::GDScript::-1::1723505746::0::1::::<>Area2D<>::

View File

@ -2,7 +2,13 @@ res://scenes/game.tscn
res://scenes/character.tscn
res://scenes/bullet.tscn
res://scenes/crate.tscn
res://scripts/CharacterBody2D.gd
res://scenes/platform.tscn
res://scripts/gamecontroller.gd
res://scripts/Trigger.gd
res://scenes/coin.tscn
res://scripts/coin.gd
res://scripts/gamecontroller.gd
res://scenes/hud.tscn
res://scenes/enemy.tscn
res://scenes/slimeEnemy.tscn
res://scripts/enemy.gd
res://scripts/CharacterBody2D.gd

View File

@ -8,7 +8,7 @@ Anim={
"grid_snap_active": false,
"grid_step": Vector2(8, 8),
"grid_visibility": 1,
"ofs": Vector2(-396, -224),
"ofs": Vector2(-140, -55.5),
"primary_grid_step": Vector2i(8, 8),
"show_edit_locks": true,
"show_guides": true,
@ -32,7 +32,7 @@ Anim={
"snap_rotation_step": 0.261799,
"snap_scale": false,
"snap_scale_step": 0.1,
"zoom": 1.0
"zoom": 2.0
}
3D={
"fov": 70.01,
@ -172,4 +172,4 @@ Anim={
"zfar": 4000.01,
"znear": 0.05
}
selected_nodes=Array[NodePath]([NodePath("/root/@EditorNode@17140/@Panel@13/@VBoxContainer@14/@HSplitContainer@17/@HSplitContainer@25/@HSplitContainer@33/@VBoxContainer@34/@VSplitContainer@36/@VSplitContainer@62/@VBoxContainer@63/@PanelContainer@110/MainScreen/@CanvasItemEditor@9462/@VSplitContainer@9281/@HSplitContainer@9283/@HSplitContainer@9285/@Control@9286/@SubViewportContainer@9287/@SubViewport@9288/Game/TileMap")])
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View File

@ -1,5 +1,5 @@
[folding]
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View File

@ -0,0 +1,175 @@
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View File

@ -0,0 +1,5 @@
[folding]
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View File

@ -172,4 +172,4 @@ Anim={
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}
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View File

@ -1,6 +1,6 @@
[editor_metadata]
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use_advanced_connections=false
tile_source_sort=0
tile_snap_option=0
@ -14,8 +14,8 @@ run_debug_collisions=true
[recent_files]
scenes=["res://scenes/platform.tscn", "res://scenes/crate.tscn", "res://scenes/bullet.tscn", "res://scenes/character.tscn", "res://scenes/game.tscn"]
scripts=["res://scripts/Trigger.gd", "res://scripts/bullet.gd", "res://scripts/CharacterBody2D.gd", "res://scripts/gamecontroller.gd"]
scenes=["res://scenes/enemy.tscn", "res://scenes/coin.tscn", "res://scenes/platform.tscn", "res://scenes/crate.tscn", "res://scenes/bullet.tscn", "res://scenes/character.tscn", "res://scenes/game.tscn"]
scripts=["res://scripts/enemy.gd", "res://scripts/coin.gd", "res://scripts/Trigger.gd", "res://scripts/bullet.gd", "res://scripts/CharacterBody2D.gd", "res://scripts/gamecontroller.gd"]
[linked_properties]
@ -33,10 +33,16 @@ Camera2D:zoom=true
Camera2D:scale=true
Sprite2D:scale=true
AnimatableBody2D:scale=true
ParallaxBackground:scroll_base_scale=true
ParallaxBackground:scale=true
ParallaxLayer:motion_scale=true
ParallaxLayer:scale=true
Label:scale=true
CanvasLayer:scale=true
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create_new_node=Rect2(354, 283, 900, 700)
create_new_node=Rect2(354, 197, 900, 883)
project_settings=Rect2(510, 190, 900, 700)
[color_picker]

View File

@ -1,5 +1,8 @@
res://graphics/playerDeath
res://scripts
res://graphics/enemies
res://scenes
res://graphics/pickups
res://graphics/Player Jump
res://graphics/Player Run
res://graphics/Player Idle
res://scripts

View File

@ -6,8 +6,8 @@ state={
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"scroll_position": 7.0,
"row": 28,
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}
@ -17,11 +17,11 @@ state={
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@ -31,7 +31,7 @@ state={
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@ -45,11 +45,39 @@ state={
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atlas = ExtResource("1_01o8e")
region = Rect2(24, 24, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_mdgjq"]
atlas = ExtResource("1_01o8e")
region = Rect2(48, 24, 24, 24)
[sub_resource type="AtlasTexture" id="AtlasTexture_ib0iy"]
atlas = ExtResource("1_01o8e")
region = Rect2(72, 24, 24, 24)
[sub_resource type="SpriteFrames" id="SpriteFrames_cmpmq"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_afgjr")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_jpmuv")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_mdgjq")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_ib0iy")
}],
"loop": true,
"name": &"chase",
"speed": 8.0
}]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_5m2pq"]
size = Vector2(14, 15)
[node name="SlimeEnemy" type="Area2D"]
script = ExtResource("1_c0t6u")
metadata/_edit_group_ = true
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
texture_filter = 1
sprite_frames = SubResource("SpriteFrames_cmpmq")
animation = &"chase"
autoplay = "chase"
frame = 1
frame_progress = 0.134127
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, 4.5)
shape = SubResource("RectangleShape2D_5m2pq")
[node name="RightCast" type="RayCast2D" parent="."]
target_position = Vector2(13, 0)
[node name="LeftCast" type="RayCast2D" parent="."]
target_position = Vector2(-13, 0)
[node name="RightFloorCast" type="RayCast2D" parent="."]
position = Vector2(7, 0)
target_position = Vector2(0, 18)
[node name="LeftFloorCast" type="RayCast2D" parent="."]
position = Vector2(-7, 0)
target_position = Vector2(0, 18)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

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@ -17,13 +17,22 @@ var faceLeft = false
var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var living = true
var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
func defeated():
print("character body player defeated")
animated_sprite.play("death")
living = false
func _physics_process(delta):
if not living:
return
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta

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@ -5,5 +5,6 @@ signal areatrigger(effect, Object)
func _on_body_entered(body):
print("detected a body")
if body.get_collider() != StaticBody2D:
areatrigger.emit(effect, body)
# Need to fix this part and see why it's not acknowledging the static body
# if body.get_collider() != StaticBody2D:
# areatrigger.emit(effect, body)

18
scripts/coin.gd Normal file
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@ -0,0 +1,18 @@
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
func _on_body_entered(body):
print("somebody hit a coin")
if body.is_in_group("player"):
gameCtrl.coinCollected()
queue_free()

42
scripts/enemy.gd Normal file
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@ -0,0 +1,42 @@
extends Area2D
@onready var gameCtrl = %GameController
@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
const speed = 60
var direction = 1
# 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):
if right_cast.is_colliding():
if not right_cast.get_collider().is_in_group("player"):
direction = -1
sprite.flip_h = true
elif left_cast.is_colliding():
if not left_cast.get_collider().is_in_group("player"):
direction = 1
sprite.flip_h = false
if not right_floor_cast.is_colliding():
direction = -1
sprite.flip_h = true
elif not left_floor_cast.is_colliding():
direction = 1
sprite.flip_h = false
position.x += direction * speed * delta
func _on_body_entered(body):
print("bad guy intercepted!")
if body.is_in_group("player"):
gameCtrl.playerDefeated()

View File

@ -1,7 +1,11 @@
extends Node2D
extends Node
var myBox = preload("res://scenes/crate.tscn")
@onready var box_trap = $BoxTrap
@onready var box_trap = $"../BoxTrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
var totalCoins = 0
# Called when the node enters the scene tree for the first time.
func _ready():
@ -19,5 +23,17 @@ func _on_area_2d_areatrigger(effect, body):
"alert":
for n in 5:
var box = myBox.instantiate()
add_child(box)
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()