2025-07-29 01:19:32 +00:00
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extends Node2D
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2025-09-23 01:30:18 +00:00
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signal playerDeathSignal
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signal playerDamageSignal(health, maxhealth)
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signal destroySignal(body)
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signal levelChangeSignal(level)
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2025-07-29 01:19:32 +00:00
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2025-09-23 01:30:18 +00:00
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var loadIntent = false
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var timer = Timer.new()
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var timeAvailable:int = 5
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var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var timers = [15,10,9]
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var currentLevel = 0
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2025-07-29 01:19:32 +00:00
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2025-09-23 01:30:18 +00:00
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#character stats
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var enemy:CharacterStats
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var player:CharacterStats
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var playerCurrentHealth:int
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2025-07-29 01:19:32 +00:00
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2025-09-23 01:30:18 +00:00
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var enemiesDict = {}
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var saveObject = {}
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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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enemy = load("res://scripts/rscs/slimeStats.tres")
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player = load("res://scripts/rscs/playerStats.tres")
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playerCurrentHealth = player.starting_health
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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 reset():
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enemiesDict.clear()
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timeAvailable = timers[currentLevel]
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playerCurrentHealth = player.max_health
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if loadIntent:
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var saved_game:SavedGame = load("res://scripts/rscs/gameSaveStats.tres")
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saveObject = saved_game.gameData
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playerCurrentHealth = saveObject ["PlayerHealth"]
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timeAvailable = saveObject["TimeAvailable"]
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loadIntent = false
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return saveObject
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return{}
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func secondCounter():
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timeAvailable -=1
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#check for time running out
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if timeAvailable <=0:
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print("You lose")
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levelChangeSignal.emit(levels[currentLevel])
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2025-07-29 01:19:32 +00:00
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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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2025-09-23 01:30:18 +00:00
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if Input.is_action_just_pressed("save"):
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saveGame()
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if Input.is_action_just_pressed("load"):
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loadGame()
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2025-07-29 01:19:32 +00:00
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2025-09-23 01:30:18 +00:00
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func _on_trigger(effect: Variant, body: Variant) -> void:
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2025-07-29 01:19:32 +00:00
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print("GC sees trigger "+effect)
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2025-08-19 01:10:32 +00:00
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match effect:
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"player_hurt":
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if body is Player:
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2025-09-23 01:30:18 +00:00
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print("hurt the player")
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#playerDamage.emit()
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#if not body is Player:
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# body.queue_free()
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2025-08-12 01:08:57 +00:00
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func bulletDamage(body, bullet):
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2025-09-23 01:30:18 +00:00
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print("GC know about bullet hit")
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if body is Slime:
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#give damage to this individual enemy
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enemiesDict[body]["health"] -= player.rangeDamage
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if enemiesDict[body]["health"] <=0:
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print ("enemy is dead")
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removeEnemyFromLevel(body)
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destroySignal.emit(body)
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else:
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print("enemy is damaged")
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body.handle_damage()
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func removeEnemyFromLevel(body)->void:
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enemiesDict.erase(body)
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func coinCollected(body, coin):
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print("GC knows coin collected")
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destroySignal.emit(coin)
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func totalCoinCount(count):
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print("GC knows total coins "+str(count))
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if count == 0:
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func playerAttacked(body, slime):
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print("GC knows slime attack")
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print("Damge : "+str(enemiesDict[slime]["damage"]) )
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print("Player health : "+str(playerCurrentHealth))
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playerCurrentHealth -= enemiesDict[slime]["damage"]
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if playerCurrentHealth <=0:
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print("YOU DEAD")
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playerDeathSignal.emit()
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else:
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print("taking damage")
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playerDamageSignal.emit(playerCurrentHealth, player.max_health)
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func deathComplete()->void:
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levelChangeSignal.emit(levels[currentLevel])
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2025-08-26 01:09:22 +00:00
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2025-09-23 01:30:18 +00:00
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func addEnemyToLevel(slime)->void:
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var randHealth:int= randi() % 20
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var randDamage:int = randi() % 10
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var enemyState= {"health": enemy.health + randHealth,
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"damage": enemy.meleeDamage + randDamage
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}
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enemiesDict[slime]= enemyState
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func saveGame()->void:
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saveObject["enemies"]={}
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var index = 0
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# create an object with all critical game data
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print("game Level"+str(currentLevel))
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print("time Remaining"+str(timeAvailable))
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print("player Health"+str(playerCurrentHealth))
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#bad guys stuff
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for key in enemiesDict:
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var tempObj = {}
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tempObj["health"]= enemiesDict[key]["health"]
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tempObj ["damage"]=enemiesDict[key]["damage"]
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tempObj["global_position"]= key.global_position
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saveObject["enemies"]["slime"+str(index)] = tempObj
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index +=1
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saveObject["GameLevel"]= currentLevel
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saveObject["TimeAvailable"]= timeAvailable
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saveObject["PlayerHealth"]= playerCurrentHealth
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var saved_game:SavedGame = SavedGame.new()
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saved_game.gameData = saveObject
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ResourceSaver.save(saved_game, "res://scripts/rscs/gameSaveStats.tres")
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func loadGame()->void:
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loadIntent = true
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levelChangeSignal.emit(levels[saveObject["GameLevel"]])
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