June2026Game/scripts/game.gd
2026-07-27 18:14:07 -04:00

107 lines
2.8 KiB
GDScript

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 remaining "+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+randi_range(0,10),
"damage": 20+randi_range(0,10)
}
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()