AprilGodotGame/scripts/gamecontroller.gd

114 lines
2.9 KiB
GDScript

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