class_name GameController extends Node2D signal destroySignal(body) signal fanTriggerSignal(body, fanDirection) signal teleportTriggerSignal(body) signal playerDamagedSignal(currentHealth,maxHealth) signal playerDeathSignal var numberOfCrates = 2 var timeAvailable = 50 var totalCoinsCollected = 0 var timer = Timer.new() var enemiesDict={} var playerStartingHealth = 100 var playerHealth = 100 # Called when the node enters the scene tree for the first time. func _ready() -> void: get_window().grab_focus() add_child(timer) timer.wait_time = 1 timer.one_shot = false timer.connect("timeout", countdown) timer.start() func countdown()->void: # reduce time left timeAvailable-=1 if timeAvailable<=0 and numberOfCrates>0: print("LOOOOOSAH") playerDeathSignal.emit() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void: print("GC knows trigger fired") match intent: "destroy": if body is RigidBody2D: destroySignal.emit(body) "fan": print("do a fan effect") fanTriggerSignal.emit(body,Vector2(0,-1)*100*9) "teleport": print("do a teleport") teleportTriggerSignal.emit(body) func crateTotal(howmany): numberOfCrates = howmany print("GC knows about crates: "+str(numberOfCrates)) if numberOfCrates == 0: print("YOU WON!!!") get_tree().reload_current_scene() func coinCollected(body,coin)->void: totalCoinsCollected +=1 print("GC knows coin collected") destroySignal.emit(coin) func coinTotal(totalAmount)->void: print("GC knows total coins "+str(totalAmount)) func bulletDamage(body, _bullet)->void: print("bullet hit") if body.is_in_group("shootable"): if body is Crate: destroySignal.emit(body) destroySignal.emit(_bullet) if body is Slime: enemiesDict[body]["health"] -= 10 if enemiesDict[body]["health"]<=0: #kill the enemy enemiesDict.erase(body) destroySignal.emit(body) destroySignal.emit(_bullet) func rocketDamage(body, rocket)->void: if body.is_in_group("shootable"): print("Rocket strikes target!") destroySignal.emit(body) func addEnemyToLevel(enemy:Slime)->void: var enemyStat = { "health": 30, "damage": 20 } enemiesDict[enemy]=enemyStat func _on_slime_damage(body, slime:Slime)->void: #remove damage from player health print("remove damage from player "+str(enemiesDict[slime]["damage"])) playerHealth -= enemiesDict[slime]["damage"] if playerHealth <=0: print("You DED") #send a signal about player death playerDeathSignal.emit() else: print("You damaged") #send a signal about player damage playerDamagedSignal.emit(playerHealth,playerStartingHealth) func loadLevel()->void: get_tree().reload_current_scene()