114 lines
2.9 KiB
GDScript
114 lines
2.9 KiB
GDScript
extends Node2D
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var totalCrates = 3
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var timeLimit = 10
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var timer = Timer.new()
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var coinsCollectedTotal := 0
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var levels = ["res://scenes/game.tscn", "res://scenes/level2.tscn", "res://scenes/level3.tscn"]
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var timers = [30, 15, 25]
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var currentLevel = 0
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var playerHealth = 100
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var player:CharacterStats
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var slime:CharacterStats
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var enemiesDict = {}
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signal levelCompleteSignal(level)
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signal destroySignal(body)
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signal playerDamage(health, maxHealth)
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signal playerDeath
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signal countDown(timeRemaining)
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signal coinUpdate(totalCoins)
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signal enemyHurt(enemy)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#load custom resources for player and slime
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player = load("res://scripts/res/playerstats.tres")
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slime = load("res://scripts/res/slimestats.tres")
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add_child(timer)
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timer.wait_time = 1
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timer.one_shot = false
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timer.connect("timeout", secondCounter)
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timer.start()
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func secondCounter():
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print("tick "+str(timeLimit))
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timeLimit -= 1
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countDown.emit(timeLimit)
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if timeLimit <= 0:
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print("YOU LOSE...")
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levelCompleteSignal.emit(levels[currentLevel])
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if totalCrates == 0:
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print("YOU WIN!")
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currentLevel += 1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelCompleteSignal.emit(levels[currentLevel])
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func _on_trigger_fired(effect: Variant, body: Variant) -> void:
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print("GameController know about trigger " + effect)
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if effect == "destroy":
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if body is Crate:
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print("Crates remaining: " + str(totalCrates))
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destroySignal.emit(body)
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func _on_coin_collected(body, coin):
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coinsCollectedTotal += 1
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coinUpdate.emit(coinsCollectedTotal)
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destroySignal.emit(coin)
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print("GC knows coin collected")
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func _on_player_damage(body, enemy):
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if enemy is Slime:
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print("slime attack!")
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#playerHealth -= slime.meleeDamage
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playerHealth -= enemiesDict[enemy]["damage"]
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if playerHealth > 0:
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print("Player damaged")
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playerDamage.emit(playerHealth, player.max_health)
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else:
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print("Player dead")
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playerDeath.emit()
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func addEnemyToLevel(enemy):
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var randHealth = randi() % 20
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var randDamage = randi() % 10
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var enemyStat = {
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"health":slime.health + randHealth,
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"damage":slime.meleeDamage + randDamage
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}
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enemiesDict[enemy] = enemyStat
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func numberOfCrates(value:int)->void:
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totalCrates = value
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func bulletDamage(body, bullet):
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#if body is Crate:
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# print("Crates remaining: " + str(totalCrates))
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# destroySignal.emit(body)
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if body is Slime:
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enemiesDict[body]["health"] -= player.rangeDamage
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print("Enemy Health "+str(enemiesDict[body]["health"]))
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enemyHurt.emit(body)
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if enemiesDict[body]["health"] <= 0:
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destroySignal.emit(body)
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enemiesDict.erase(body)
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func reset():
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timeLimit = timers[currentLevel]
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playerHealth = player.starting_health
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func death():
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print("player death animation complete")
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levelCompleteSignal.emit(levels[currentLevel])
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