110 lines
2.4 KiB
GDScript
110 lines
2.4 KiB
GDScript
extends Node2D
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var timer:= Timer.new()
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var secondCount= 99
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var totalCrates := 0
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var totalCoins := 0
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var totalBadGuys := 0
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var totalCoinsCollected := 0
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var cratesDestroyed := 0
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var player:Resource
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# level info
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var levels = ["res://scenes/game.tscn", "res://scenes/level2.tscn"]
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var timers = [90, 90]
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var currentLevel = 0
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#Gamecontroller signals
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signal destroyBox(body)
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signal levelComplete(leveltoLoad)
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signal playerHurt(amt, max)
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signal playerDeath()
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signal tick(timeRemaining)
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signal coinsUpdate(collected, remaining)
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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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player = load("res://scripts/res/playerstats.tres")
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print("Player Health: "+str(player.health))
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print("Number of levels: "+str(levels.size()))
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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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secondCount = timers[currentLevel]
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player.health = player.starting_health
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playerHurt.emit.call_deferred(player.health, player.max_health)
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tick.emit.call_deferred(secondCount)
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totalCoinsCollected = 0
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coinsUpdate.emit.call_deferred(totalCoinsCollected, totalCoins)
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func secondCounter():
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print("time left: ", secondCount)
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secondCount -=1
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tick.emit(secondCount)
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if secondCount <= 0:
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print("TIME IS UP")
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levelComplete.emit(levels[currentLevel])
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func playerDamaged():
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print("GC knows player took damage")
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player.health = max(player.health-20, 0)
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print("Player Health: "+str(player.health))
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playerHurt.emit(player.health, player.max_health)
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if player.health <= 0:
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playerDeath.emit()
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func coinCollected():
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totalCoinsCollected += 1
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print("DING! Coins collected: "+ str(totalCoinsCollected) )
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coinsUpdate.emit(totalCoinsCollected, totalCoins)
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func bulletHit(body):
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print("Game controller knows bullet hit something")
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if body.is_in_group("destructables"):
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destroyBox.emit(body)
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totalCrates -= 1
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cratesDestroyed += 1
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if totalCrates <=0:
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print("You Won...")
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelComplete.emit(levels[currentLevel])
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else:
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print("Crates Remaining: "+str(totalCrates) )
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# Coming from scenemanager
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func countCrates(value):
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totalCrates = value
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func countCoins(value):
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totalCoins = value
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func countBadGuys(value):
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totalBadGuys = value
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func playerDead():
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print("GC knows player is dead")
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levelComplete.emit(levels[currentLevel])
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