JanGodotGame/scripts/gameController.gd

110 lines
2.4 KiB
GDScript

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