now it's actually playable

This commit is contained in:
Иван Кузьменко 2023-08-19 17:09:11 +03:00
parent 5496914c2a
commit b5439da5a0
13 changed files with 84 additions and 26 deletions

View file

@ -8,11 +8,17 @@ public partial class GameManager : Node
public ulong GameStart = 0;
public ulong GameEnd = 0;
public int Attempts = 0;
public Node2D Checkpoint;
public NodePath Checkpoint = new NodePath();
public GameInfo(Node2D checkpoint)
public GameInfo(NodePath path)
{
Checkpoint = checkpoint;
SetCheckpoint(path);
}
public void SetCheckpoint(NodePath path)
{
GD.Print($"{path}");
Checkpoint = path;
}
}
@ -30,8 +36,9 @@ public partial class GameManager : Node
{
if (!IsPlaying)
{
GD.Print("Restart stats");
IsPlaying = true;
_gameInfo = new GameInfo(FirstZone.PlayerSpawnPoint);
_gameInfo = new GameInfo(GetPathTo(FirstZone.PlayerSpawnPoint));
}
StartGame();
@ -40,18 +47,21 @@ public partial class GameManager : Node
public void StartGame()
{
_gameInfo.GameStart = Time.GetTicksMsec();
Player.Position = _gameInfo.Checkpoint.GlobalPosition;
Player.GlobalPosition = GetNode<Node2D>(_gameInfo.Checkpoint).GlobalPosition;
}
public void EndGame()
{
_gameInfo.GameEnd = Time.GetTicksMsec();
Player.Invincible = true;
Player.SetProcess(false);
EmitSignal(SignalName.GameOver);
}
public string GetFormattedTimeElapsed() =>
TimeSpan.FromMilliseconds(_gameInfo.GameEnd - _gameInfo.GameStart).ToString(@"hh\:mm\:ss.fff");
TimeSpan.FromMilliseconds(_gameInfo.GameEnd - _gameInfo.GameStart).ToString(@"hh\:mm\:ss\.fff");
public void OnPlayerDied() => _gameInfo.Attempts++;
@ -60,6 +70,7 @@ public partial class GameManager : Node
public void SetCurrentZone(PlayZone zone)
{
GD.Print($"New zone {zone}");
_gameInfo.Checkpoint = zone.PlayerSpawnPoint;
var path = GetPathTo(zone.PlayerSpawnPoint);
_gameInfo.SetCheckpoint(path);
}
}

View file

@ -16,9 +16,12 @@ public partial class PlayZone : Node2D
private Area2D _area2D;
private CollisionShape2D _collisionShape2D;
//private GameManager _gameManager;
public override void _Ready()
{
//_gameManager = (GameManager)GetTree().Root.FindChild("GameManager");
_area2D = (Area2D)FindChild("Area2D");
_collisionShape2D = (CollisionShape2D)FindChild("CollisionShape2D");

View file

@ -8,6 +8,7 @@ public partial class Player : CharacterBody2D
public delegate void KilledEventHandler();
public bool Alive = true;
public bool Invincible = false;
public static Player Instance { get; private set; }
@ -65,7 +66,7 @@ public partial class Player : CharacterBody2D
public void Kill(Node2D killer)
{
if (!Alive)
if (!Alive || Invincible)
return;
GD.Print($"Killed by {killer.Name}");

View file

@ -4,6 +4,7 @@ using System;
public partial class WinScreen : TextureRect
{
[Export] public GameManager Manager;
[Export] public Label TextLabel;
public override void _Ready()
{
@ -14,7 +15,7 @@ public partial class WinScreen : TextureRect
{
Visible = true;
((Label)FindChild("Label2")).Text =
TextLabel.Text =
$"It took you\n{Manager.GetAttempts()} attempts\nand {Manager.GetFormattedTimeElapsed()}\nto finish the game.";
}

View file

@ -15,13 +15,15 @@ public partial class And : Node
public void Increment()
{
_buttons++;
GD.Print($"Increment {_buttons}/{CountOfButtons}");
if (_buttons == CountOfButtons)
EmitSignal(SignalName.ConditionNotMet);
EmitSignal(SignalName.ConditionMet);
}
public void Decrement()
{
_buttons--;
GD.Print($"Decrement {_buttons}/{CountOfButtons}");
if (_buttons != CountOfButtons)
EmitSignal(SignalName.ConditionNotMet);
}

View file

@ -3,12 +3,18 @@ using Godot;
public partial class Door : Node2D
{
private AnimatedSprite2D _animatedSprite2D;
private CollisionShape2D _collisionShape2D;
private StaticBody2D _staticBody2D;
private uint _collisionMask;
private uint _collisionLayer;
public override void _Ready()
{
_animatedSprite2D = (AnimatedSprite2D)FindChild("AnimatedSprite2D");
_collisionShape2D = (CollisionShape2D)FindChild("CollisionShape2D");
_staticBody2D = (StaticBody2D)FindChild("StaticBody2D");
_collisionMask = _staticBody2D.CollisionMask;
_collisionLayer = _staticBody2D.CollisionLayer;
Close();
}
@ -16,12 +22,16 @@ public partial class Door : Node2D
public void Close()
{
_animatedSprite2D.Play("close");
_collisionShape2D.Disabled = false;
_staticBody2D.CollisionMask = _collisionMask;
_staticBody2D.CollisionLayer = _collisionLayer;
}
public void Open()
{
_animatedSprite2D.Play("open");
_collisionShape2D.Disabled = true;
_staticBody2D.CollisionMask = 0;
_staticBody2D.CollisionLayer = 0;
}
}