AprilGameExample/Scripts/gameController.gd

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extends Node2D
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signal destroySignal(body)
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signal levelChangeSignal(level)
signal damagePlayerSignal(damageTotal,playerHealthTotal)
signal killPlayerSignal
signal timeChangeSignal(currentTimeAvailable)
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var levels=["res://Scenes/game.tscn","res://Scenes/level2.tscn","res://Scenes/level3.tscn"]
var currentLevel = 0
var timers=[5,10,15]
var timeAvailable=0
var timer = Timer.new()
#player variables
var playerCurrentHealth:int = 100
#enemies
var enemiesDict = {}
var enemy:CharacterStats
var player:CharacterStats
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
enemy = load("res://Scripts/rscs/slime_stats.tres")
player = load("res://Scripts/rscs/player_stats.tres")
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reset()
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
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func secondCounter()->void:
timeAvailable -=1
timeChangeSignal.emit(timeAvailable)
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if timeAvailable <=0:
print("You lose baby!")
levelChangeSignal.emit(levels[currentLevel])
func reset()->void:
timeAvailable = timers[currentLevel]
playerCurrentHealth = player.starting_health
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_triggerSignal(body: Variant, intentMessage: Variant) -> void:
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if body.is_in_group("destructible") and intentMessage == "destroy":
destroySignal.emit(body)
func totalCrates(numberOfCrates:int)->void:
if numberOfCrates <=0:
print("You WON!!!!")
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currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(_body,slime)->void:
playerCurrentHealth -= enemiesDict[slime]["damage"]
#send a custom signal about damage
damagePlayerSignal.emit(enemiesDict[slime]["damage"],playerCurrentHealth)
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if playerCurrentHealth <=0:
print("U ded")
killPlayerSignal.emit()
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func addEnemyToLevel(slime)->void:
#give each enemy some health and damage
var randamage = randi_range(1,20)
var enemyStat = {
"health": enemy.starting_health,
"damage": enemy.meleeDamage+randamage
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}
enemiesDict[slime]=enemyStat
func respawn()->void:
levelChangeSignal.emit(levels[currentLevel])