Dodge - cleanup. Added Survivor. /JL

This commit is contained in:
2025-12-03 18:44:37 +01:00
parent b2e3877d3b
commit cfeaba54b4
18 changed files with 82 additions and 14 deletions

39
dodge/scripts/hud.gd Normal file
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extends CanvasLayer
# Notifies `Main` node that the button has been pressed
signal start_game
func show_message(text):
$Message.text = text
$Message.show()
$MessageTimer.start()
func show_game_over():
show_message("Game Over")
# Wait until the MessageTimer has counted down.
await $MessageTimer.timeout
$Message.text = "Dodge the Creeps!"
$Message.show()
# Make a one-shot timer and wait for it to finish.
await get_tree().create_timer(1.0).timeout
$StartButton.show()
func update_score(score):
$ScoreLabel.text = str(score)
func _on_start_button_pressed():
$StartButton.hide()
start_game.emit()
func _on_message_timer_timeout():
$Message.hide()
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass

1
dodge/scripts/hud.gd.uid Normal file
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uid://bm3hot0cb2ls8

62
dodge/scripts/main.gd Normal file
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extends Node
@export var mob_scene: PackedScene
var score = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#new_game()
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
func game_over():
$ScoreTimer.stop()
$MobTimer.stop()
$HUD.show_game_over()
func new_game():
get_tree().call_group("mobs", "queue_free")
$HUD.update_score(score)
$HUD.show_message("Get Ready")
score = 0
$Player.start($StartPosition.position)
$StartTimer.start()
func _on_mob_timer_timeout():
# Create a new instance of the Mob scene.
var mob = mob_scene.instantiate()
# Choose a random location on Path2D.
var mob_spawn_location = $MobPath/MobSpawnLocation
mob_spawn_location.progress_ratio = randf()
# Set the mob's position to the random location.
mob.position = mob_spawn_location.position
# Set the mob's direction perpendicular to the path direction.
var direction = mob_spawn_location.rotation + PI / 2
# Add some randomness to the direction.
direction += randf_range(-PI / 4, PI / 4)
mob.rotation = direction
# Choose the velocity for the mob.
var velocity = Vector2(randf_range(150.0, 250.0), 0.0)
mob.linear_velocity = velocity.rotated(direction)
# Spawn the mob by adding it to the Main scene.
add_child(mob)
func _on_score_timer_timeout():
score += 1
$HUD.update_score(score)
func _on_start_timer_timeout():
$MobTimer.start()
$ScoreTimer.start()

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uid://c6ywdg0jd2u57

16
dodge/scripts/mob.gd Normal file
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extends RigidBody2D
# Called when the node enters the scene tree for the first time.
func _ready():
var mob_types = Array($AnimatedSprite2D.sprite_frames.get_animation_names())
$AnimatedSprite2D.animation = mob_types.pick_random()
$AnimatedSprite2D.play()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
pass
func _on_visible_on_screen_notifier_2d_screen_exited():
queue_free()

1
dodge/scripts/mob.gd.uid Normal file
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uid://byts86xvp7fx5

52
dodge/scripts/player.gd Normal file
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extends Area2D
signal hit
@export var speed = 400 # How fast the player will move (pixels/sec).
var screen_size # Size of the game window.
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
screen_size = get_viewport_rect().size
hide()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if velocity.length() > 0:
velocity = velocity.normalized() * speed
$AnimatedSprite2D.play()
else:
$AnimatedSprite2D.stop()
position += velocity * delta
position = position.clamp(Vector2.ZERO, screen_size)
if velocity.x != 0:
$AnimatedSprite2D.animation = "walk"
$AnimatedSprite2D.flip_v = false
# See the note below about the following boolean assignment.
$AnimatedSprite2D.flip_h = velocity.x < 0
elif velocity.y != 0:
$AnimatedSprite2D.animation = "up"
$AnimatedSprite2D.flip_v = velocity.y > 0
func _on_body_entered(_body):
hide() # Player disappears after being hit.
hit.emit()
# Must be deferred as we can't change physics properties on a physics callback.
$CollisionShape2D.set_deferred("disabled", true)
func start(pos):
position = pos
show()
$CollisionShape2D.disabled = false

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uid://uto2x8nu0r1u