Set game over for character condition

This commit is contained in:
2023-09-03 15:41:39 -07:00
parent f7417d0afd
commit 23f20f08e0
5 changed files with 35 additions and 16 deletions

View File

@@ -8,9 +8,9 @@ public partial class GameManager : Node
public bool IsP2SelectingCharacter = true;
[Export]
private Array<PackedScene> _p1Characters;
public Array<PackedScene> _p1Characters;
[Export]
private Array<PackedScene> _p2Characters;
public Array<PackedScene> _p2Characters;
[Export]
public Character _p1SelectedCharacter;
@@ -18,6 +18,8 @@ public partial class GameManager : Node
[Export]
public Character _p2SelectedCharacter;
public bool P1GameOver = false;
private int _p1CharacterIndex = 0;
private int _p2CharacterIndex = 0;
@@ -27,15 +29,19 @@ public partial class GameManager : Node
public void OnP1CharacterSelected()
{
if (_p1SelectedCharacter != null)
_p1SelectedCharacter.QueueFree();
var selectedPlayer = _p1Characters[_p1CharacterIndex].Instantiate();
_p1SelectedCharacter = selectedPlayer as Character;
GetTree().Root.AddChild(_p1SelectedCharacter);
var playerSpawnPoint = GetNode<SpawnPoint>("P1SpawnPoint");
playerSpawnPoint.SetPlayerPosition(_p1SelectedCharacter);
}
public void RemoveP1Character()
{
_p1Characters.Remove(_p1Characters.ElementAt(_p1CharacterIndex));
_p1SelectedCharacter?.QueueFree();
_p1CharacterIndex = 0;
}
}
public partial class Character : CharacterBody3D

View File

@@ -82,8 +82,19 @@ public partial class Player1 : Character
CanShoot = true;
}
private void HitDebug()
{
var node = new Node3D();
OnHit(node);
}
private void OnHit(Node3D node)
{
QueueFree();
_gameManager.RemoveP1Character();
if (_gameManager._p1Characters.Count == 0)
{
GD.Print("Game over for P1");
_gameManager.P1GameOver = true;
}
}
}

View File

@@ -14,6 +14,9 @@ public partial class StageGUI : Control
public void OnCharacterSelect()
{
if (_gameManager.P1GameOver)
return;
var wheel1 = GetNode<TextureRect>("CharacterSelect/Wheel");
var wheel2 = GetNode<TextureRect>("CharacterSelect/Wheel2");