AprilGodotGame/scripts/gamecontroller.gd

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GDScript3
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class_name GameController extends Node2D
var totalCrates = 3
var timeLimit = 10
var timer = Timer.new()
var coinsCollectedTotal := 0
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers = [10, 15, 25]
var currentLevel = 0
var playerHealth = 100
signal levelCompleteSignal(level)
signal destroySignal(body)
signal playerDamage
signal playerDeath
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter():
timeLimit -=1
if timeLimit <= 0:
#loser!!!!
levelCompleteSignal.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if totalCrates == 0:
print("YOU WIN!")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelCompleteSignal.emit(levels[currentLevel])
func _on_trigger_fired(effect: Variant, body: Variant) -> void:
print("Game controller knows :: "+effect)
if effect=="destroy":
if body is Crate:
print("Crates Remaining " + str(totalCrates) )
destroySignal.emit(body)
func _on_coin_collected(body, coin):
coinsCollectedTotal += 1
destroySignal.emit(coin)
print("GC knows coin collected")
func _on_player_damage(body, enemy):
if enemy is Slime:
print("slime attack!!!")
playerHealth -= 10
if playerHealth >0:
print("Player damaged")
playerDamage.emit()
else:
print("Player dead")
playerDeath.emit()
func numberOfCrates(value):
totalCrates = value
print("Total crates at GC: "+str(totalCrates) )
func bulletDamage(body, bullet):
print("Game controller knows about bullet hit")
func reset():
timeLimit = timers[currentLevel]
playerHealth = 100
func death():
print("player death animation complete")