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Sept26Game-tim-fork/scripts/gamecontroller.gd
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class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
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signal damageSignal(body)
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var numberOfCrates = 2
var totalCoins = 0
var coinsRemaining = 0
var coinsCollected = 0
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var levelArray=["res://scenes/game.tscn","res://scenes/level2.tscn", "res://scenes/level3.tscn"]
var currentLevel = 0
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var enemiesDict={}
var playerStats={
"health": 100,
"meleeDamage": 20,
"rangeDamage": 20
}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
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func reset()->void:
playerStats={
"health": 100,
"meleeDamage": 20,
"rangeDamage": 20
}
enemiesDict.clear()
func _on_trigger(effect: Variant, Object: Variant) -> void:
print("GC knows about trigger")
match effect:
"destroy":
if not Object is Player:
destroySignal.emit(Object)
"teleport":
print("Trigger wants to teleport")
if Object is Crate:
teleportSignal.emit(Object)
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func _on_bullet_hit(body, bullet) -> void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
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if body is Slime:
#damage the slime
enemiesDict[body]["health"] -= playerStats.rangeDamage
if(enemiesDict[body]["health"] <=0):
print("enemy dead")
destroySignal.emit(body)
destroySignal.emit(bullet)
removeEnemyFromLevel(body)
else:
print("enemy damaged")
destroySignal.emit(bullet)
damageSignal.emit(body)
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func crateTotal(amount)->void:
numberOfCrates = amount
if numberOfCrates<=0:
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if currentLevel<levelArray.size()-1:
currentLevel +=1
else:
currentLevel = 0
levelChange()
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func coinTotal(amount)->void:
if totalCoins == 0:
totalCoins = amount
coinsRemaining = amount
print("Collected "+str(totalCoins-coinsRemaining)+" of "+str(totalCoins) )
func coinCollected(body, coin)->void:
if body is Player:
#give them a coin
coinsCollected +=1
destroySignal.emit(coin)
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func slimeAttack(body, slime)->void:
print("GC knows slime attacked player for "+str(enemiesDict[slime].meleeDamage))
playerStats.health -= enemiesDict[slime].meleeDamage
if playerStats.health <=0:
#kill the player
destroySignal.emit(body)
else:
#damage the player
print("you took damage")
damageSignal.emit(body)
func addEnemyToLevel(enemy:Slime)->void:
#make some stats for the bad guy
var stats = {
"health": 100,
"meleeDamage": 10
}
#add em to a dictionary of enemies
enemiesDict[enemy]=stats
func removeEnemyFromLevel(enemy)->void:
enemiesDict.erase(enemy)
func levelChange()->void:
print("change levels (reload)")
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get_tree().change_scene_to_file(levelArray[currentLevel])