level changing, autoloads, coins, player damage, characterstats
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@@ -0,0 +1,7 @@
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class_name Coin extends Area2D
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signal coinCollectedSignal(body, coin)
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func _on_body_entered(body: Node2D) -> void:
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print("Coin collision")
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coinCollectedSignal.emit(body, self)
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@@ -3,12 +3,43 @@ class_name GameController extends Node2D
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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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signal destroySignal(body)
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signal levelCompleteSignal(level)
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signal playerHurtSignal(healthRemaining)
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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 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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pass # Replace with function body.
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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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func secondCounter():
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countdown -=1
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if countdown <=0:
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print("YOU LOSE")
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levelCompleteSignal.emit(levels[currentLevel])
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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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@@ -20,7 +51,7 @@ func _on_trigger_area_trigger(effect, body) -> void:
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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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%SceneManager.destroy(body)
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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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@@ -30,10 +61,38 @@ func bulletHit(body):
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print("Gamecontroller knows bullet hit")
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if body is Crate:
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print("You hit a crate")
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cratesDestroyed +=1
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%SceneManager.destroy(body)
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totalCrates -=1
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destroySignal.emit(body)
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print("Crates Remaining :: "+str(totalCrates - cratesDestroyed))
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if totalCrates <=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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levelCompleteSignal.emit(levels[currentLevel])
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func numberOfCrates(value):
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totalCrates = value
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print("Game Controller knows crates "+str(totalCrates) )
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func numberOfCoins(value):
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totalCoinsAvailable = value
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func coinCollected(body, coin):
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print("GC knows coin collected")
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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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destroySignal.emit(coin)
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func playerDamage(body, badguy):
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if body is Player:
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print("GC knows player taking damage")
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print("Player health "+str(player.health)+" takes damage "+str(slime.meleeDamage))
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player.health -= slime.meleeDamage
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if player.health > 0:
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playerHurtSignal.emit(player.health)
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else:
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print("kill em")
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func numberOfBadguys(value):
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enemies = value
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@@ -17,77 +17,90 @@ var isJumping = false
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@onready var right_target: Node2D = $rightTarget
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@onready var left_target: Node2D = $leftTarget
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var animPlaying = "idle"
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var living = true
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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else:
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isJumping = false
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if living and not animPlaying == "hurt":
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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else:
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isJumping = false
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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isJumping = true
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playerGraphic.play("jump")
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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isJumping = true
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playerGraphic.play("jump")
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("left", "right")
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if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
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pushRightEnabled = false
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if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft == true:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
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pushLeftEnabled = false
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# shoot attack
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if Input.is_action_just_pressed("shoot"):
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if faceLeft == false:
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%SceneManager.makeBullet(right_target.global_transform, 700)
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if faceLeft == true:
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%SceneManager.makeBullet(left_target.global_transform, -700)
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var direction := Input.get_axis("left", "right")
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if Input.is_action_just_pressed("shove") && pushRightEnabled && faceLeft == false:
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pushTarget.apply_central_impulse(Vector2(1,0) * PUSH_FORCE)
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pushRightEnabled = false
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if Input.is_action_just_pressed("shove") && pushLeftEnabled && faceLeft == true:
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pushTarget.apply_central_impulse(Vector2(-1,0) * PUSH_FORCE)
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pushLeftEnabled = false
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# shoot attack
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if Input.is_action_just_pressed("shoot"):
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if faceLeft == false:
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%SceneManager.makeBullet(right_target.global_transform, 700)
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if faceLeft == true:
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%SceneManager.makeBullet(left_target.global_transform, -700)
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if direction:
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if not isJumping:
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playerGraphic.play("run")
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if direction ==0:
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if not isJumping:
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playerGraphic.play("idle")
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if direction <0:
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faceLeft = true
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playerGraphic.flip_h = true
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if direction >0:
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faceLeft = false
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playerGraphic.flip_h = false
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if direction:
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velocity.x = direction * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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if direction:
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if not isJumping:
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playerGraphic.play("run")
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if direction ==0:
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if not isJumping:
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playerGraphic.play("idle")
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if direction <0:
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faceLeft = true
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playerGraphic.flip_h = true
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if direction >0:
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faceLeft = false
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playerGraphic.flip_h = false
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move_and_slide()
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if right_cast.is_colliding():
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print("something on my right")
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var collider = right_cast.get_collider()
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if collider is Node:
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if collider is RigidBody2D:
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print("shove this crate")
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#record that we can shove right
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pushRightEnabled = true
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#record what object to shove
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pushTarget = collider
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if left_cast.is_colliding():
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var collider = left_cast.get_collider()
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if collider is Node:
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if collider is RigidBody2D:
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pushLeftEnabled = true
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pushTarget = collider
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move_and_slide()
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if right_cast.is_colliding():
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print("something on my right")
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var collider = right_cast.get_collider()
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if collider is Node:
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if collider is RigidBody2D:
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print("shove this crate")
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#record that we can shove right
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pushRightEnabled = true
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#record what object to shove
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pushTarget = collider
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if left_cast.is_colliding():
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var collider = left_cast.get_collider()
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if collider is Node:
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if collider is RigidBody2D:
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pushLeftEnabled = true
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pushTarget = collider
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * 50)
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for i in get_slide_collision_count():
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var c = get_slide_collision(i)
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if c.get_collider() is RigidBody2D:
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c.get_collider().apply_central_impulse(-c.get_normal() * 50)
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func hurtPlayer(health):
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print("Player takes damage, health remaining:: "+str(health))
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animPlaying = "hurt"
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playerGraphic.play(animPlaying)
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func _on_animation_finished() -> void:
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if animPlaying=="hurt":
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animPlaying=="idle"
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@@ -0,0 +1,8 @@
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class_name CharacterStats extends Resource
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@export var max_health:int = 100
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@export var starting_health:int = 100
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@export var health:int = 100
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@export var meleeDamage:int = 10
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@export var rangeDamage:int = 8
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@@ -0,0 +1,11 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bhxl0nmjr16wm"]
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[ext_resource type="Script" path="res://scripts/res/characterStats.gd" id="1_dc0h5"]
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[resource]
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script = ExtResource("1_dc0h5")
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max_health = 110
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starting_health = 110
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health = 110
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meleeDamage = 15
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rangeDamage = 6
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@@ -0,0 +1,11 @@
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[gd_resource type="Resource" script_class="CharacterStats" load_steps=2 format=3 uid="uid://bmwctbkvbp0en"]
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[ext_resource type="Script" path="res://scripts/res/characterStats.gd" id="1_ev6pb"]
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[resource]
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script = ExtResource("1_ev6pb")
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max_health = 50
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starting_health = 50
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health = 50
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meleeDamage = 30
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rangeDamage = 0
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@@ -1,7 +1,10 @@
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extends Node
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@onready var gameController: GameController = $".."
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@onready var crates: Node2D = $"../crates"
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@onready var triggers: Node2D = $"../triggers"
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@onready var coins: Node2D = $"../coins"
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@onready var badguys: Node2D = $"../badguys"
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@onready var player: Player = $"../CharacterBody2D"
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var bulletsFiredTotal = 0
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var bulletsMadeTotal = 0
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@@ -33,7 +36,7 @@ func makeBullet(position, speed):
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func bulletHit(bullet, body):
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print("Tell the game controller a bullet hit something")
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gameController.bulletHit(body)
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Gamecontroller.bulletHit(body)
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bullet.setSpeed(0)
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bullet.position = Vector2(-100,-100)
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@@ -46,13 +49,40 @@ func buildLevel():
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for obj in crates.get_children():
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if obj is Crate:
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totalCrates +=1
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gameController.numberOfCrates(totalCrates)
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Gamecontroller.numberOfCrates(totalCrates)
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#how many coins?
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var totalCoins = 0
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if coins:
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for obj in coins.get_children():
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if obj is Coin:
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totalCoins +=1
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obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
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Gamecontroller.numberOfCoins(totalCoins)
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#how many badguys?
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var totalBadguys = 0
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if badguys:
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for obj in badguys.get_children():
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if obj is Slime:
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totalBadguys +=1
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obj.playerDamageSignal.connect(Gamecontroller.playerDamage)
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Gamecontroller.numberOfBadguys(totalBadguys)
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#wire up the triggers
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for obj in triggers.get_children():
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if obj is Trigger:
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# wire up to GC
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obj.areaTrigger.connect(gameController._on_trigger_area_trigger)
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obj.areaTrigger.connect(Gamecontroller._on_trigger_area_trigger)
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#listen to gamnecontroller
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.levelCompleteSignal.connect(loadLevel)
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Gamecontroller.playerHurtSignal.connect(playerHurt)
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func loadLevel(level):
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get_tree().change_scene_to_file(level)
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func _ready() -> void:
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buildLevel()
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Gamecontroller.reset()
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func playerHurt(health):
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player.hurtPlayer(health)
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@@ -0,0 +1,7 @@
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class_name Slime extends Area2D
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signal playerDamageSignal
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func _on_body_entered(body: Node2D) -> void:
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print("Bad guy contact")
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playerDamageSignal.emit(body, self)
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