107 lines
2.8 KiB
GDScript
107 lines
2.8 KiB
GDScript
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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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", countdown)
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timer.start()
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func countdown()->void:
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# reduce time left
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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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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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pass
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func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void:
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print("GC knows trigger fired")
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match intent:
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"destroy":
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if body is RigidBody2D:
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destroySignal.emit(body)
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"fan":
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print("do a fan effect")
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fanTriggerSignal.emit(body,Vector2(0,-1)*100*9)
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"teleport":
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print("do a teleport")
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teleportTriggerSignal.emit(body)
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func crateTotal(howmany):
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numberOfCrates = howmany
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print("GC knows about crates: "+str(numberOfCrates))
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if numberOfCrates == 0:
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print("YOU WON!!!")
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get_tree().reload_current_scene()
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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 remaining "+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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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+randi_range(0,10),
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"damage": 20+randi_range(0,10)
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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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