2025-03-11 01:05:23 +00:00
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class_name GameController extends Node2D
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2025-02-25 02:10:34 +00:00
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# Game Data
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var totalCrates = 4
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var cratesDestroyed = 0
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var coinsCollected =0
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var totalCoinsAvailable = 0
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var enemies = 0
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var enemiesDict = {}
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signal destroySignal(body)
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signal levelCompleteSignal(level)
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signal playerHurtSignal(healthRemaining)
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signal playerKillSignal
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signal timeCountSignal(timeRemaining, timeAvailable)
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signal coinCountSignal(collected, available)
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#level info
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var timer:= Timer.new()
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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"]
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var timers = [20,15,25]
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var currentLevel = 0
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var countdown=0
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var player:Resource
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var slime:Resource
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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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player = load("res://scripts/res/playerStats.tres")
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slime = load("res://scripts/res/slimeStats.tres")
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countdown = timers[currentLevel]
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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 reset():
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countdown = timers[currentLevel]
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player.health = player.max_health
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coinsCollected = 0
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return(soundtracks[currentLevel])
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func secondCounter():
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countdown -=1
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timeCountSignal.emit(countdown, timers[currentLevel])
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if countdown <=0:
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levelCompleteSignal.emit(levels[currentLevel])
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func _on_trigger_area_trigger(effect, body) -> void:
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match effect:
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"destroy":
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#write code to destroy
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if body is Crate:
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destroySignal.emit(body)
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cratesDestroyed +=1
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"powerup":
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if body is Player:
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pass
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func bulletHit(body):
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if body is Crate:
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totalCrates -=1
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destroySignal.emit(body)
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if totalCrates <=0:
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#player wins
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelCompleteSignal.emit(levels[currentLevel])
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if body is Slime:
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#reduce health of slime
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enemiesDict[body]["health"] -=30
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if enemiesDict[body]["health"] <=0:
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#killed the slime
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destroySignal.emit(body)
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func numberOfCrates(value):
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totalCrates = value
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func numberOfCoins(value):
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totalCoinsAvailable = value
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func numberOfBadguys(value):
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enemies = value
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func addEnemyToLevel(enemy):
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#assign a health using the enemy as a key
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var enemyStat = {
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"health": slime.health,
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"damage": slime.meleeDamage
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}
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enemiesDict[enemy] = enemyStat
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func coinCollected(body, coin):
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if body is Player:
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#increase coins collected count
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coinsCollected +=1
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coinCountSignal.emit(coinsCollected, totalCoinsAvailable)
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destroySignal.emit(coin)
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func playerDamage(body, badguy):
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if body is Player:
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player.health -= enemiesDict[badguy]["damage"]
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if player.health > 0:
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playerHurtSignal.emit(player.health, player.max_health)
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else:
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#stop the timer!
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timer.stop()
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playerKillSignal.emit()
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func playerDeathComplete():
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levelCompleteSignal.emit(levels[currentLevel])
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