bad guys, player damage, enemy damage
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ac67579888
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4559b154a1
16 files changed
+437
-16
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+2
-1
@@ -9,5 +9,6 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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if body is Crate:
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if body.is_in_group("shootable"):
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print("bullet hit!")
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bulletHitSignal.emit(body,self)
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+44
-3
@@ -2,11 +2,19 @@ class_name GameController extends Node2D
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signal destroySignal(body)
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signal fanTriggerSignal(body, fanDirection)
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signal teleportTriggerSignal(body)
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signal playerDamagedSignal(currentHealth,maxHealth)
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signal playerDeathSignal
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var numberOfCrates = 2
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var timeAvailable = 50
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var totalCoinsCollected = 0
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var timer = Timer.new()
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var enemiesDict={}
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var playerStartingHealth = 100
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var playerHealth = 100
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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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@@ -21,7 +29,7 @@ func countdown()->void:
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timeAvailable-=1
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if timeAvailable<=0 and numberOfCrates>0:
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print("LOOOOOSAH")
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get_tree().reload_current_scene()
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playerDeathSignal.emit()
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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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@@ -51,15 +59,48 @@ func coinCollected(body,coin)->void:
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totalCoinsCollected +=1
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print("GC knows coin collected")
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destroySignal.emit(coin)
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func coinTotal(totalAmount)->void:
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print("GC knows total coins "+str(totalAmount))
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func bulletDamage(body, _bullet)->void:
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print("bullet hit")
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if body.is_in_group("shootable"):
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destroySignal.emit(body)
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destroySignal.emit(_bullet)
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if body is Crate:
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destroySignal.emit(body)
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destroySignal.emit(_bullet)
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if body is Slime:
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enemiesDict[body]["health"] -= 10
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if enemiesDict[body]["health"]<=0:
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#kill the enemy
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enemiesDict.erase(body)
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destroySignal.emit(body)
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destroySignal.emit(_bullet)
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func rocketDamage(body, rocket)->void:
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if body.is_in_group("shootable"):
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print("Rocket strikes target!")
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destroySignal.emit(body)
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func addEnemyToLevel(enemy:Slime)->void:
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var enemyStat = {
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"health": 30,
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"damage": 20
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}
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enemiesDict[enemy]=enemyStat
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func _on_slime_damage(body, slime:Slime)->void:
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#remove damage from player health
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print("remove damage from player "+str(enemiesDict[slime]["damage"]))
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playerHealth -= enemiesDict[slime]["damage"]
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if playerHealth <=0:
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print("You DED")
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#send a signal about player death
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playerDeathSignal.emit()
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else:
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print("You damaged")
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#send a signal about player damage
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playerDamagedSignal.emit(playerHealth,playerStartingHealth)
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func loadLevel()->void:
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get_tree().reload_current_scene()
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+24
-7
@@ -2,6 +2,8 @@ class_name Player extends CharacterBody2D
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signal pushSignal(body, direction)
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signal shootSignal(markerPosition, speed)
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signal fireSignal(markerPosition, direction, speed)
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signal deathAnimationCompleteSignal
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@onready var right_cast: RayCast2D = $RightCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var right_spawn: Marker2D = $RightSpawn
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@@ -19,12 +21,19 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection {RIGHT,LEFT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING}
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enum PlayerStates {IDLE,RUNNING,JUMPING,FALLING,CHARGING,SHOVING,HURT,DEAD}
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var current_player_state:PlayerStates = PlayerStates.IDLE
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var upJump:bool = false
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func hurt(health,maxhealth)->void:
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print("player hurt")
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current_player_state=PlayerStates.HURT
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func kill()->void:
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print("player killed")
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current_player_state=PlayerStates.DEAD
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func _physics_process(delta: float) -> void:
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handle_input()
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if current_player_state != PlayerStates.DEAD:
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handle_input()
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handle_movement(delta)
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handle_states()
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handle_animation()
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@@ -39,7 +48,6 @@ func handle_input()->void:
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upJump = true
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# Handle shove.
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if Input.is_action_just_pressed("shove"):
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print("I want to shove")
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if pushRightEnabled and facing==FaceDirection.RIGHT:
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current_player_state= PlayerStates.CHARGING
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pushTimer = Time.get_ticks_msec()
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@@ -60,7 +68,7 @@ func handle_input()->void:
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current_player_state = PlayerStates.SHOVING
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#Handle Shoot Bullet
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if Input.is_action_just_pressed("shoot"):
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print("Ima shoot a bullet")
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#marker postion, speed
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match facing:
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FaceDirection.RIGHT:
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@@ -69,7 +77,7 @@ func handle_input()->void:
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shootSignal.emit(left_spawn.global_transform, -800)
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#Handle fire rocket
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if Input.is_action_just_pressed("fire"):
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print("Ima fire rocket")
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match facing:
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FaceDirection.RIGHT:
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fireSignal.emit(right_spawn.global_transform,Vector2(1,0), 800)
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@@ -95,7 +103,7 @@ func handle_movement(delta)->void:
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velocity += get_gravity() * delta
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func handle_collisions()->void:
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if right_cast.is_colliding():
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print("Right raycast collision")
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var collider = right_cast.get_collider()
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if collider is Node:
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pushRightEnabled = true
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@@ -104,7 +112,7 @@ func handle_collisions()->void:
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pushRightEnabled = false
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if left_cast.is_colliding():
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print("Left raycast collision")
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var collider = left_cast.get_collider()
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if collider is Node:
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pushLeftEnabled = true
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@@ -148,6 +156,10 @@ func handle_animation()->void:
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player_graphic.play("charging")
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PlayerStates.SHOVING:
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player_graphic.play("shoving")
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PlayerStates.HURT:
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player_graphic.play("hurt")
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PlayerStates.DEAD:
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player_graphic.play("death")
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func _on_animation_finished() -> void:
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@@ -156,3 +168,8 @@ func _on_animation_finished() -> void:
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upJump = false
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PlayerStates.SHOVING:
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current_player_state = PlayerStates.IDLE
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PlayerStates.HURT:
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current_player_state = PlayerStates.IDLE
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PlayerStates.DEAD:
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#emit signal for end of death animation
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deathAnimationCompleteSignal.emit()
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@@ -4,6 +4,7 @@ extends Node2D
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@onready var player: Player = $"../Player"
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@onready var coin: Coin = $"../Coins/Coin"
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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var bullet = preload("res://scenes/bullet.tscn")
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var rocket = preload("res://scenes/rocket.tscn")
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@@ -19,11 +20,14 @@ func _ready() -> void:
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player.pushSignal.connect(pushTarget)
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player.shootSignal.connect(makeBullet)
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player.fireSignal.connect(makeRocket)
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player.deathAnimationCompleteSignal.connect(game.loadLevel)
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#signals from the GameController
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game.destroySignal.connect(destroy)
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game.fanTriggerSignal.connect(pushTarget)
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game.teleportTriggerSignal.connect(teleportTarget)
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game.playerDamagedSignal.connect(player.hurt)
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game.playerDeathSignal.connect(player.kill)
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#signals from pickups
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coin.coinCollectedSignal.connect(game.coinCollected)
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@@ -38,7 +42,17 @@ func buildLevel()->void:
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#tell GC how many crates...
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updateCrates()
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updateCoins()
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updateEnemies()
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func updateEnemies()->void:
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if enemies:
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for obj in enemies.get_children():
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if obj is Slime:
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game.addEnemyToLevel(obj)
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#hook up to game controller
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if not obj.slimeDamageSignal.is_connected(game._on_slime_damage):
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obj.slimeDamageSignal.connect(game._on_slime_damage)
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func updateCrates()->void:
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var totalCrates = 0
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if crates:
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@@ -50,11 +64,16 @@ func updateCrates()->void:
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game.crateTotal(totalCrates)
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#any time a coin exits tree, game controller is updated
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func updateCoins()->void:
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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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if not obj.coinCollectedSignal.is_connected(game.coinCollected):
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obj.coinCollectedSignal.connect(game.coinCollected)
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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totalCoins +=1
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game.coinTotal(totalCoins)
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@@ -0,0 +1,33 @@
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class_name Slime extends Area2D
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@onready var right_cast: RayCast2D = $RightCast
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@onready var right_down_cast: RayCast2D = $RightDownCast
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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@onready var left_cast: RayCast2D = $LeftCast
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@onready var slime_graphic: AnimatedSprite2D = $SlimeGraphic
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var speed:int = 100
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var direction = 1
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signal slimeDamageSignal(body,slime)
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#Animation code
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func _process(delta: float) -> void:
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if not right_down_cast.is_colliding():
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direction = -1
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slime_graphic.flip_h = true
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if not left_down_cast.is_colliding():
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direction = 1
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slime_graphic.flip_h = false
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if right_cast.is_colliding() && not right_cast.get_collider() is Player:
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direction = -1
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slime_graphic.flip_h = true
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if left_cast.is_colliding() && not left_cast.get_collider() is Player:
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direction = 1
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slime_graphic.flip_h = false
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position.x += direction * speed * delta
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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slimeDamageSignal.emit(body, self)
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@@ -0,0 +1 @@
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uid://d215jspbbgtq6
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