87 lines
2.3 KiB
GDScript
87 lines
2.3 KiB
GDScript
extends Node
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@onready var crates: Node2D = $"../Crates"
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@onready var triggers: Node2D = $"../Triggers"
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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@onready var player: Player = $"../CharacterBody2D"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray = []
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var totalAllowedBullets = 7
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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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buildLevel()
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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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pass
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func buildLevel() -> void:
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# Reset controller timer
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Gamecontroller.reset()
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# tell the game controller
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Gamecontroller.numberOfCrates(countCrates())
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# Wire up signals
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Gamecontroller.levelCompleteSignal.connect(loadLevel)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.playerDamage.connect(player._player_damage)
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Gamecontroller.playerDeath.connect(player._player_death)
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# player connection
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player.deathComplete.connect(Gamecontroller.death)
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# Connect trigger signals
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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obj.triggerFired.connect(Gamecontroller._on_trigger_fired)
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# Connect coin signals
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if coins:
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for obj in coins.get_children():
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if obj is Coin:
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obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
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# Connect enemy signals
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if enemies:
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for obj in enemies.get_children():
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if obj is Slime:
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obj.playerDamageSignal.connect(Gamecontroller._on_player_damage)
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func countCrates()->int:
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# count crates
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var totalCrates = 0
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for obj in crates.get_children():
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if obj is Crate:
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totalCrates += 1
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return totalCrates
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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#new bullet
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mybullet = bullet.instantiate()
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mybullet.connect("bulletHit", Gamecontroller.bulletDamage)
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owner.add_child(mybullet)
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else:
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#recycled bullet
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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return mybullet
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func makeBullet(position, speed):
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print("Scene manager make bullet")
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var mybullet = bulletFactory()
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mybullet.setSpeed(speed)
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mybullet.transform = position
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func loadLevel(level):
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get_tree().call_deferred("change_scene_to_file", level)
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func destroy(body):
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if body is Crate:
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Gamecontroller.numberOfCrates(countCrates()-1)
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body.queue_free()
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