2025-06-10 14:13:01 +00:00
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extends Node2D
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2025-06-24 01:04:19 +00:00
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var totalCoinsAvailable = 0
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2025-07-01 01:01:40 +00:00
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var timer = Timer.new()
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2025-07-08 01:03:25 +00:00
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var timeAvailable
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2025-07-01 01:01:40 +00:00
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var level="res://scenes/game.tscn"
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var levelTwo = "res://scenes/level2.tscn"
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var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var timers = [30,20,15]
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var currentLevel = 0
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2025-07-08 01:03:25 +00:00
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var startingCoins = 0
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2025-07-01 01:01:40 +00:00
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signal destroySignal(body)
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signal levelChangeSignal(level)
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signal playerTakeDamageSignal(health)
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signal playerDiesSignal
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2025-07-08 01:03:25 +00:00
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signal bulletDamageEnemySignal(body)
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signal countDownSignal(timeRemaining)
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signal coinCountSignal(coinsRemaining, startingCoins)
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2025-07-01 01:01:40 +00:00
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var player:Characterstats
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var enemy:Characterstats
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var playerHealth:int
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2025-07-08 01:03:25 +00:00
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var enemiesDict = {}
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2025-06-10 14:13:01 +00:00
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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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2025-07-01 01:01:40 +00:00
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player = load("res://scripts/rscs/playerstats.tres")
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enemy = load("res://scripts/rscs/slimestats.tres")
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playerHealth = 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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2025-06-10 14:13:01 +00:00
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2025-07-01 01:01:40 +00:00
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func secondCounter() -> void:
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timeAvailable -=1
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2025-07-08 01:03:25 +00:00
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countDownSignal.emit(timeAvailable)
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2025-07-01 01:01:40 +00:00
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if timeAvailable <= 0:
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print ("YOU LOSE")
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#get_tree().call_deferred("change_scene_to_file", levels[currentLevel])
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levelChangeSignal.emit(levels[currentLevel])
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#reload the current scene
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func reset() -> void:
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2025-07-08 01:03:25 +00:00
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startingCoins=0
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2025-07-01 01:01:40 +00:00
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timeAvailable = timers[currentLevel]
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2025-07-08 01:03:25 +00:00
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playerHealth = player.starting_health
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2025-07-01 01:01:40 +00:00
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2025-06-10 14:13:01 +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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pass
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func _on_areatrigger(effect, body) -> void:
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2025-07-01 01:01:40 +00:00
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2025-06-10 14:13:01 +00:00
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if effect == "destroy":
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print("Destroy this thing")
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body.queue_free()
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2025-07-01 01:01:40 +00:00
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if effect == "lavaBurn":
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if body is Player:
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playerHealth -= 10
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print("player health is now"+str(playerHealth))
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2025-06-24 01:04:19 +00:00
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func totalCoinCount(totalCoins):
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2025-07-08 01:03:25 +00:00
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if startingCoins == 0:
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startingCoins = totalCoins
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2025-06-24 01:04:19 +00:00
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totalCoinsAvailable = totalCoins
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func coinCollected(body, coin):
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2025-07-08 01:03:25 +00:00
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if not body is Crate:
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destroySignal.emit(coin)
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totalCoinsAvailable -= 1
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coinCountSignal.emit(totalCoinsAvailable, startingCoins)
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if totalCoinsAvailable <=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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#get_tree().call_deferred("change_scene_to_file", levels[currentLevel])
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levelChangeSignal.emit(levels[currentLevel])
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2025-07-01 01:01:40 +00:00
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func playerAttacked(body, slime):
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print("GC knows player attacked")
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2025-07-08 01:03:25 +00:00
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playerHealth -= enemiesDict[slime].damage
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2025-07-01 01:01:40 +00:00
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if playerHealth<=0:
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playerDiesSignal.emit()
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else:
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playerTakeDamageSignal.emit(playerHealth)
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2025-07-08 01:03:25 +00:00
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func playerDead():
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levelChangeSignal.emit(levels[currentLevel] )
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func bulletDamage(area, bullet):
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print("Gc Knows bullet hit something"+str(player.rangeDamage))
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print("GC Knows BG health is :"+str( enemiesDict[area].health))
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enemiesDict[area].health -= player.rangeDamage
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if enemiesDict[area].health<=0:
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destroySignal.emit(area)
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enemiesDict.erase(area)
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else:
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bulletDamageEnemySignal.emit(area)
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func addEnemyToLevel(slime):
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var randHealth:int = randi() % 20
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var randDamage:int = randi() % 10
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var enemyStat = {
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"health":enemy.starting_health+ randHealth,
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"damage":enemy.meleeDamage + randDamage
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}
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enemiesDict[slime]= enemyStat
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