2025-06-10 14:13:01 +00:00
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extends Node2D
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#bullet factory
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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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2025-06-17 00:58:16 +00:00
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@onready var triggers: Node2D = $"../triggers"
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2025-06-24 01:04:19 +00:00
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@onready var coins: Node2D = $"../Coins"
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2025-07-01 01:01:40 +00:00
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@onready var enemies: Node2D = $"../Enemies"
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@onready var player: Player = $"../Player"
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2025-06-17 00:58:16 +00:00
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func _ready() -> void:
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2025-07-01 01:01:40 +00:00
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Gamecontroller.reset()
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2025-06-17 00:58:16 +00:00
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for obj in triggers.get_children():
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2025-07-01 01:01:40 +00:00
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obj.areatrigger.connect(Gamecontroller._on_areatrigger)
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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.playerAttacked)
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updateCoins()
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Gamecontroller.destroySignal.connect(destroyItem)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
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Gamecontroller.playerDiesSignal.connect(player.playerDies)
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#call this anytimes the coins change
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func updateCoins() ->void:
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2025-06-24 01:04:19 +00:00
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var coinCount = 0
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2025-07-01 01:01:40 +00:00
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#connect coin collected to game controller
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2025-06-24 01:04:19 +00:00
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for obj in coins.get_children():
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2025-07-01 01:01:40 +00:00
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if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
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obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
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#connect tree_exited signal for updates
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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2025-06-24 01:04:19 +00:00
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coinCount +=1
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#send the info to game controller
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2025-07-01 01:01:40 +00:00
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Gamecontroller.totalCoinCount(coinCount)
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2025-06-10 14:13:01 +00:00
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#makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size() < totalAllowedBullets:
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mybullet = bullet.instantiate()
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owner.add_child(mybullet)
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else:
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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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#order desk
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func makeBullet(position, speed):
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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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# ask the factory for a bullet
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var mybullet = bulletFactory()
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# set the speed for the bullet
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mybullet.setSpeed(speed)
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# position the bullet
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mybullet.transform = position
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2025-07-01 01:01:40 +00:00
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func destroyItem(body):
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body.queue_free()
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func changeScene(level):
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get_tree().call_deferred("change_scene_to_file", level)
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