FebruaryGame/februarygodotgame/scripts/gamecontroller.gd

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class_name GameController extends Node2D
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# Game Data
var totalCrates = 4
var cratesDestroyed = 0
var coinsCollected =0
var totalCoinsAvailable = 0
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var enemies = 0
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var enemiesDict = {}
signal destroySignal(body)
signal levelCompleteSignal(level)
signal playerHurtSignal(healthRemaining)
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signal playerKillSignal
signal timeCountSignal(timeRemaining, timeAvailable)
signal coinCountSignal(collected, available)
#level info
var timer:= Timer.new()
var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var soundtracks = ["res://assets/audio/music/CrashingOut.ogg","res://assets/audio/music/DragAndDreadTheme.ogg", "res://assets/audio/music/CrashingOut.ogg"]
var timers = [20,15,25]
var currentLevel = 0
var countdown=0
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var player:Resource
var slime:Resource
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
player = load("res://scripts/res/playerStats.tres")
slime = load("res://scripts/res/slimeStats.tres")
countdown = timers[currentLevel]
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func reset():
countdown = timers[currentLevel]
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player.health = player.max_health
coinsCollected = 0
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return(soundtracks[currentLevel])
func secondCounter():
countdown -=1
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timeCountSignal.emit(countdown, timers[currentLevel])
if countdown <=0:
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levelCompleteSignal.emit(levels[currentLevel])
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func _on_trigger_area_trigger(effect, body) -> void:
match effect:
"destroy":
#write code to destroy
if body is Crate:
destroySignal.emit(body)
cratesDestroyed +=1
"powerup":
if body is Player:
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pass
func bulletHit(body):
if body is Crate:
totalCrates -=1
destroySignal.emit(body)
if totalCrates <=0:
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#player wins
currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelCompleteSignal.emit(levels[currentLevel])
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if body is Slime:
#reduce health of slime
enemiesDict[body]["health"] -=30
if enemiesDict[body]["health"] <=0:
#killed the slime
destroySignal.emit(body)
func numberOfCrates(value):
totalCrates = value
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func numberOfCoins(value):
totalCoinsAvailable = value
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func numberOfBadguys(value):
enemies = value
func addEnemyToLevel(enemy):
#assign a health using the enemy as a key
var enemyStat = {
"health": slime.health,
"damage": slime.meleeDamage
}
enemiesDict[enemy] = enemyStat
func coinCollected(body, coin):
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if body is Player:
#increase coins collected count
coinsCollected +=1
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coinCountSignal.emit(coinsCollected, totalCoinsAvailable)
destroySignal.emit(coin)
func playerDamage(body, badguy):
if body is Player:
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player.health -= enemiesDict[badguy]["damage"]
if player.health > 0:
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playerHurtSignal.emit(player.health, player.max_health)
else:
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#stop the timer!
timer.stop()
playerKillSignal.emit()
func playerDeathComplete():
levelCompleteSignal.emit(levels[currentLevel])