2026-10-06 20:58:28 -04:00
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class_name GameController extends Node2D
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2026-09-29 21:07:27 -04:00
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2026-10-06 20:58:28 -04:00
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signal teleportSignal(body:RigidBody2D)
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signal destroySignal(body)
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signal damageSignal(body)
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2026-10-13 20:59:25 -04:00
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2026-10-27 21:03:58 -04:00
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var numberOfCrates = 2
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var totalCoins = 0
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var coinsRemaining = 0
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var coinsCollected = 0
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2026-11-03 17:03:06 -05:00
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var enemiesDict={}
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var playerStats={
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"health": 100,
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"meleeDamage": 20,
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"rangeDamage": 20
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}
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2026-09-29 21:07:27 -04:00
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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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2026-10-20 20:19:39 -04:00
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get_window().grab_focus()
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2026-09-29 21:07:27 -04:00
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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_trigger(effect: Variant, Object: Variant) -> void:
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print("GC knows about trigger")
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2026-10-06 20:58:28 -04:00
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match effect:
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"destroy":
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if not Object is Player:
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2026-10-13 20:59:25 -04:00
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destroySignal.emit(Object)
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2026-10-06 20:58:28 -04:00
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"teleport":
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print("Trigger wants to teleport")
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if Object is Crate:
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teleportSignal.emit(Object)
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2026-11-03 17:03:06 -05:00
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func _on_bullet_hit(body, bullet) -> void:
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if body is Crate:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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2026-11-03 17:03:06 -05:00
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if body is Slime:
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#damage the slime
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enemiesDict[body]["health"] -= playerStats.rangeDamage
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if(enemiesDict[body]["health"] <=0):
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print("enemy dead")
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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removeEnemyFromLevel(body)
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else:
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print("enemy damaged")
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destroySignal.emit(bullet)
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damageSignal.emit(body)
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2026-10-06 20:58:28 -04:00
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2026-10-27 21:03:58 -04:00
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func crateTotal(amount)->void:
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numberOfCrates = amount
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if numberOfCrates<=0:
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print("YOU WON!!!")
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func coinTotal(amount)->void:
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if totalCoins == 0:
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totalCoins = amount
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coinsRemaining = amount
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print("Collected "+str(totalCoins-coinsRemaining)+" of "+str(totalCoins) )
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func coinCollected(body, coin)->void:
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if body is Player:
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#give them a coin
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coinsCollected +=1
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destroySignal.emit(coin)
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2026-11-03 17:03:06 -05:00
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func slimeAttack(body, slime)->void:
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print("GC knows slime attacked player for "+str(enemiesDict[slime].meleeDamage))
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playerStats.health -= enemiesDict[slime].meleeDamage
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if playerStats.health <=0:
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#kill the player
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destroySignal.emit(body)
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else:
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#damage the player
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print("you took damage")
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damageSignal.emit(body)
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func addEnemyToLevel(enemy:Slime)->void:
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#make some stats for the bad guy
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var stats = {
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"health": 100,
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"meleeDamage": 10
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}
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#add em to a dictionary of enemies
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enemiesDict[enemy]=stats
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func removeEnemyFromLevel(enemy)->void:
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enemiesDict.erase(enemy)
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func levelChange()->void:
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print("change levels (reload)")
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get_tree().reload_current_scene()
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