I am doing a CHAOS check in. showing support for one another. I need SIX jacks to post, not share, this message to show you are always there to kill chaos if someone needs it. let's go gentlemen...

This commit is contained in:
2023-09-04 16:11:05 -07:00
parent 4d0b0196e6
commit b315a90720
8 changed files with 71 additions and 29 deletions

View File

@@ -21,11 +21,7 @@ public partial class AreaExit : Node3D
if (node.GetType() == typeof(Character2))
_gameManager.RemoveCharacterAndAddToExit((Character2)node);
var main = GetTree().Root.GetNode<Main>("/root/Main");
if (!_gameManager.Players.ElementAt(0).CharactersLeftOnStage.Any())
{
if (!_gameManager.Players.Any(x => x.CharactersLeftOnStage.Any()))
_gameManager.OnLevelClear();
main.LoadNextLevel(_levelIndex);
}
}
}

View File

@@ -11,10 +11,8 @@ public partial class BasicEnemy : Node3D
public void OnEnemyHit(Node3D node)
{
var currentLevel = (Level)GetTree().GetFirstNodeInGroup("Level");
currentLevel.OnEnemyDefeated((Node3D)GetParent());
QueueFree();
if (_gameManager.CheckAllEnemiesDefeated())
{
_gameManager.OnAllEnemiesDefeated();
}
}
}

View File

@@ -20,11 +20,14 @@ public partial class GameManager : Node
public IEnumerable<Player> Players = new List<Player>();
private int _levelIndex;
public override void _Ready()
{
foreach (var playerScene in PlayerScenes)
var main = GetTree().Root.GetNode<Main>("/root/Main");
for (var i = 0; i < main.NumberOfPlayers; i++)
{
var player = playerScene.Instantiate();
var player = PlayerScenes[i].Instantiate();
Players = Players.Append((Player)player);
GetTree().Root.AddChild(player);
}
@@ -34,15 +37,11 @@ public partial class GameManager : Node
{
GD.Print("All enemies defeated");
P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
if (Players.Count() == 2)
P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
OnLevelClear();
}
public bool CheckAllEnemiesDefeated()
{
return !GetTree().GetNodesInGroup("Enemy").Any();
}
public void OnHandleCharacterSelectUI(Player player)
{
EmitSignal(SignalName.ReselectCharacter, player);
@@ -115,15 +114,27 @@ public partial class GameManager : Node
public void OnLevelClear()
{
Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
if (Players.Count() == 2)
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
P1CharactersOut.Clear();
P2CharactersOut.Clear();
if (Players.Count() == 2)
P2CharactersOut.Clear();
Players.ElementAt(0)._characterIndex = 0;
Players.ElementAt(1)._characterIndex = 0;
if (Players.Count() == 2)
Players.ElementAt(1)._characterIndex = 0;
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
var players = GetTree().GetNodesInGroup("Player");
foreach (var player in players)
GetTree().Root.RemoveChild(player);
var main = GetTree().Root.GetNode<Main>("/root/Main");
main.LoadNextLevel(_levelIndex++);
foreach (var player in Players)
EmitSignal(SignalName.ReselectCharacter, player);
}
public bool IsGameOver => _gameOver;

View File

@@ -1,6 +1,35 @@
using Godot;
using Godot.Collections;
using System.Linq;
public partial class Level : Node3D
{
[Export]
private Array<PackedScene> _enemyScenes;
[Export]
private Array<Node3D> _spawnPoints;
private Array<Node3D> _enemies = new Array<Node3D>();
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetTree().Root.GetNode<GameManager>("Main/GameManager");
for (var i = 0; i < _enemyScenes.Count; i++)
{
var enemy = _enemyScenes[i].Instantiate();
var convertedNode = (Node3D)enemy;
GetTree().Root.AddChild(convertedNode);
_enemies.Add(convertedNode);
//convertedNode.Transform = _spawnPoints[i].Transform;
}
}
public void OnEnemyDefeated(Node3D enemyDefeated)
{
_enemies.Remove(enemyDefeated);
if (!_enemies.Any())
_gameManager.OnAllEnemiesDefeated();
}
}

View File

@@ -9,16 +9,20 @@ public partial class Main : Node
[Export]
public PackedScene GameManager;
public int NumberOfPlayers = 0;
public void LoadLevel(int indexToLoad, int numberOfPlayers)
{
var sceneToLoad = Levels.ElementAt(indexToLoad);
CallDeferred(nameof(DeferredGoToScene), sceneToLoad);
NumberOfPlayers = numberOfPlayers;
var gameManager = GameManager.Instantiate();
AddChild(gameManager);
var gameManagerInstance = (GameManager)gameManager;
gameManagerInstance.OnHandleCharacterSelectUI(gameManagerInstance.Players.ElementAt(0));
if (numberOfPlayers == 2)
gameManagerInstance.OnHandleCharacterSelectUI(gameManagerInstance.Players.ElementAt(1));
}

View File

@@ -1,5 +1,4 @@
using Godot;
using System.Linq;
public partial class MainMenu : Node2D
{

View File

@@ -57,7 +57,7 @@ public partial class StageGUI : Control
}
}
if (player == _gameManager.Players.ElementAt(1))
if (_gameManager.Players.Count() == 2 && player == _gameManager.Players.ElementAt(1))
{
if (Input.IsActionJustPressed("p2_right"))
_gameManager.SetToNextCharacter(_gameManager.Players.ElementAt(1));