player damage, player death, badguy dictionairy, badguy damage, badguy death, user interface, player damage animation, player death animation
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22 files changed
+395
-31
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@@ -1,6 +1,8 @@
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class_name Bullet extends Area2D
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var speed = -700
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signal bulletDamageSignal(body, bullet)
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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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@@ -11,3 +13,9 @@ func setSpeed(value):
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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position += transform.x * speed * delta
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func _on_area_entered(area: Area2D) -> void:
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print("bullet is hitting area")
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if area is Slime:
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bulletDamageSignal.emit(area, self)
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@@ -12,7 +12,7 @@ const JUMP_VELOCITY = -400.0
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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enum State{IDLE, RUN, JUMP, FALLING}
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enum State{IDLE, RUN, JUMP, FALLING, HURT, DEATH}
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var current_state:State = State.IDLE
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var pushTarget
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@@ -20,6 +20,8 @@ var pushEnabled = false
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var direction
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var upJump = false
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signal deathAnimationCompleteSignal
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func _physics_process(delta: float) -> void:
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#game loop
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handle_input()
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@@ -60,6 +62,10 @@ func update_animation():
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player_graphic.play("jump")
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State.FALLING:
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player_graphic.play("falling")
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State.HURT:
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player_graphic.play("hurt")
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State.DEATH:
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player_graphic.play("death")
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func handle_movement(delta):
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# Add the gravity.
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@@ -131,9 +137,15 @@ func _on_animation_finished() -> void:
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match current_state:
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State.JUMP:
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upJump = false
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State.HURT:
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current_state = State.IDLE
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State.DEATH:
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deathAnimationCompleteSignal.emit()
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func playerTakesDamage(health):
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print("Player sees remaining health "+str(health))
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current_state = State.HURT
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func playerDies():
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print("Player sees he ded.")
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current_state = State.DEATH
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+1
-1
@@ -12,5 +12,5 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node2D) -> void:
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print("Coin sees collision")
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coinCollectedSignal.emit(body, self)
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@@ -0,0 +1 @@
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class_name Crate extends RigidBody2D
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@@ -0,0 +1 @@
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uid://cb5w1tpwn7cn0
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+46
-15
@@ -3,23 +3,30 @@ extends Node2D
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var totalCoinsAvailable =0
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var timer = Timer.new()
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var timeAvailable = 5
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var timeAvailable
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var level="res://scenes/game.tscn"
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var levelTwo = "res://scenes/level2.tscn"
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var startingCoins=0
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var levels = ["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
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var timers = [10,15,9]
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var timers = [30,15,9]
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var currentLevel = 0
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signal destroySignal(body)
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signal levelChangeSignal(level)
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signal playerTakeDamageSignal(health)
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signal playerDiesSignal
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signal bulletDamageEnemySignal(body)
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signal countDownSignal(timeRemaining)
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signal coinCountSignal(coinsRemaining, startingCoins)
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var player:CharacterStats
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var enemy:CharacterStats
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var playerHealth:int
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var enemiesDict = {}
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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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player = load("res://scripts/rscs/playerStats.tres")
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@@ -36,13 +43,15 @@ func _ready() -> void:
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func secondCounter() -> void:
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timeAvailable -=1
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countDownSignal.emit(timeAvailable)
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if timeAvailable <= 0:
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print("YOU LOSE")
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#reload the current scene
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levelChangeSignal.emit(levels[currentLevel])
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func reset() -> void:
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startingCoins=0
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timeAvailable = timers[currentLevel]
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playerHealth = player.starting_health
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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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@@ -60,24 +69,46 @@ func _on_areatrigger(effect, body) -> void:
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print("Player health is now "+str(playerHealth))
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func totalCoinCount(totalCoins):
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if startingCoins == 0:
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startingCoins = totalCoins
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totalCoinsAvailable = totalCoins
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func coinCollected(body, coin):
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destroySignal.emit(coin)
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totalCoinsAvailable -=1
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if totalCoinsAvailable <= 0:
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print("YOU WIN")
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func coinCollected(body, coin):
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if not body is Crate:
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destroySignal.emit(coin)
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totalCoinsAvailable -=1
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coinCountSignal.emit(totalCoinsAvailable, startingCoins)
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if totalCoinsAvailable <= 0:
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print("YOU WIN")
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func playerAttacked(body, slime):
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print("GC knows player attacked")
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playerHealth -= enemy.meleeDamage
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playerHealth -= enemiesDict[slime].damage
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if playerHealth <=0:
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playerDiesSignal.emit()
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else:
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playerTakeDamageSignal.emit(playerHealth)
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func playerDead():
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levelChangeSignal.emit(levels[currentLevel])
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func bulletDamage(area, bullet):
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enemiesDict[area].health -= player.rangeDamage
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if enemiesDict[area].health <=0:
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destroySignal.emit(area)
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enemiesDict.erase(area)
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else:
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bulletDamageEnemySignal.emit(area)
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func addEnemyToLevel(slime):
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var randHealth:int = randi() % 20
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var randDamage:int = randi() % 10
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var enemyStat = {
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"health":enemy.starting_health + randHealth,
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"damage":enemy.meleeDamage + randDamage
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}
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enemiesDict[slime]=enemyStat
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@@ -7,6 +7,7 @@ var totalAllowedBullets = 7
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@onready var coins: Node2D = $"../Coins"
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@onready var enemies: Node2D = $"../Enemies"
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@onready var player: Player = $"../Player"
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@onready var ui: Control = $"../CanvasLayer/Ui"
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func _ready() -> void:
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Gamecontroller.reset()
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@@ -18,14 +19,20 @@ func _ready() -> void:
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for obj in enemies.get_children():
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if obj is Slime:
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obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
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Gamecontroller.addEnemyToLevel(obj)
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Gamecontroller.bulletDamageEnemySignal.connect(obj.takeDamage)
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updateCoins()
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Gamecontroller.destroySignal.connect(destroyItem)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
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if ui:
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Gamecontroller.playerTakeDamageSignal.connect(ui.healthUpdate)
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Gamecontroller.countDownSignal.connect(ui.timerUpdate)
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Gamecontroller.coinCountSignal.connect(ui.coinsUpdate)
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Gamecontroller.playerDiesSignal.connect(player.playerDies)
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player.deathAnimationCompleteSignal.connect(Gamecontroller.playerDead)
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#call this any time the coins change
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func updateCoins() -> void:
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var coinCount = 0
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@@ -46,6 +53,7 @@ func bulletFactory():
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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mybullet = bullet.instantiate()
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mybullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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owner.add_child(mybullet)
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else:
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#recycle bullet
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+12
-4
@@ -5,6 +5,7 @@ class_name Slime extends Area2D
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@onready var left_down_cast: RayCast2D = $LeftDownCast
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@onready var right_down_cast: RayCast2D = $RightDownCast
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var speed:int = 100
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var direction = 1
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@@ -16,6 +17,7 @@ func _ready() -> void:
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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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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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@@ -25,12 +27,14 @@ func _process(delta: float) -> void:
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slime_graphic.flip_h = false
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if right_side_cast.is_colliding():
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direction = -1
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slime_graphic.flip_h = true
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if not right_side_cast.get_collider() is Player && not right_side_cast.get_collider() is Slime:
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direction = -1
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slime_graphic.flip_h = true
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if left_side_cast.is_colliding():
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direction = 1
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slime_graphic.flip_h = false
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if not left_side_cast.get_collider() is Player && not left_side_cast.get_collider() is Slime:
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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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@@ -39,3 +43,7 @@ func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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print("Slime attack!")
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playerDamageSignal.emit(body, self)
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func takeDamage(body):
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if body == self:
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slime_graphic.play("hurt")
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@@ -0,0 +1,18 @@
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extends Control
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@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
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@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Coins
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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
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func healthUpdate(healthRemaining):
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health.text = "Health: "+str(healthRemaining)
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func timerUpdate(timeRemaining):
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timer.text = str(timeRemaining)
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func coinsUpdate(coinsRemaining, startingCoins):
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coins.text="Coins: "+str(coinsRemaining)+"/"+str(startingCoins)
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@@ -0,0 +1 @@
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uid://cguclh40lh0w1
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