83 lines
2.2 KiB
GDScript
83 lines
2.2 KiB
GDScript
extends Node2D
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signal destroySignal(body)
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signal levelChangeSignal(level)
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signal damagePlayerSignal(damageTotal,playerHealthTotal)
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signal killPlayerSignal
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signal timeChangeSignal(currentTimeAvailable)
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var levels=["res://Scenes/game.tscn","res://Scenes/level2.tscn","res://Scenes/level3.tscn"]
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var currentLevel = 0
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var timers=[5,10,15]
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var timeAvailable=0
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var timer = Timer.new()
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#player variables
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var playerCurrentHealth:int = 100
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#enemies
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var enemiesDict = {}
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var enemy:CharacterStats
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var player:CharacterStats
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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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get_window().grab_focus()
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enemy = load("res://Scripts/rscs/slime_stats.tres")
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player = load("res://Scripts/rscs/player_stats.tres")
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reset()
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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 secondCounter()->void:
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timeAvailable -=1
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timeChangeSignal.emit(timeAvailable)
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if timeAvailable <=0:
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print("You lose baby!")
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levelChangeSignal.emit(levels[currentLevel])
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func reset()->void:
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timeAvailable = timers[currentLevel]
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playerCurrentHealth = player.starting_health
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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_triggerSignal(body: Variant, intentMessage: Variant) -> void:
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if body.is_in_group("destructible") and intentMessage == "destroy":
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destroySignal.emit(body)
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func totalCrates(numberOfCrates:int)->void:
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if numberOfCrates <=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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levelChangeSignal.emit(levels[currentLevel])
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func _on_slime_damage(_body,slime)->void:
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playerCurrentHealth -= enemiesDict[slime]["damage"]
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#send a custom signal about damage
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damagePlayerSignal.emit(enemiesDict[slime]["damage"],playerCurrentHealth)
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if playerCurrentHealth <=0:
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print("U ded")
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killPlayerSignal.emit()
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func addEnemyToLevel(slime)->void:
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#give each enemy some health and damage
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var randamage = randi_range(1,20)
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var enemyStat = {
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"health": enemy.starting_health,
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"damage": enemy.meleeDamage+randamage
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}
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enemiesDict[slime]=enemyStat
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func respawn()->void:
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levelChangeSignal.emit(levels[currentLevel])
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