week 5 prep, multi-levels, coins, enemies, stats
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@@ -0,0 +1,9 @@
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class_name Coin extends Area2D
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signal coinCollectedSignal(body, coin)
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func _on_body_entered(body: Node2D) -> void:
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if body is Player:
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print("Player hit coin")
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coinCollectedSignal.emit(body, self)
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@@ -0,0 +1 @@
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uid://b3dvuwq5c8l4h
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@@ -4,10 +4,20 @@ var crateTotal = 0
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signal destroySignal(body)
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signal teleportSignal(body)
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signal levelChangeSignal(level)
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var currentScene:String = "res://scenes/game.tscn"
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var coinsCollected = 0
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var timer := Timer.new()
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var timeAvailable := 10
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#add new levels
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var levels=["res://scenes/game.tscn","res://scenes/level2.tscn"]
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var timers=[16,10]
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var currentLevel = 0
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var timeAvailable = timers[currentLevel]
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var enemiesDict={}
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var playerStartingHealth = 50
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var playerHealth = 50
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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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@@ -18,17 +28,37 @@ func _ready() -> void:
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timer.connect("timeout", secondCounter)
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timer.start()
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# called by the scenemanager
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func reset()->void:
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# reset the time
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timeAvailable = timers[currentLevel]
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enemiesDict.clear()
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playerHealth = playerStartingHealth
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func secondCounter()->void:
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timeAvailable -=1
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if timeAvailable <=0:
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print("YOU LOSE BABY!!")
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levelChangeSignal.emit(currentScene)
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levelChangeSignal.emit(levels[currentLevel])
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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_coin_collected(body:Player, coin:Coin)-> void:
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coinsCollected +=1
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destroySignal.emit(coin)
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#Any time coins are destroyed, game controller is informed how many left
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func totalCoins(value)-> void:
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print(value)
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if value <=0:
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print("You WON!!!")
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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 _on_trigger(body: Variant, effect, trigger) -> void:
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print("GC knows trigger...."+effect)
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if body is Crate:
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@@ -45,16 +75,50 @@ func _on_trigger(body: Variant, effect, trigger) -> void:
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print("GC knows about powerup")
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timeAvailable +=5
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destroySignal.emit(trigger)
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func _on_slime_damage(body, slime)->void:
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# print("Slime attacked player for "+str(enemiesDict[slime]["damage"]))
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playerHealth -= enemiesDict[slime]["damage"]
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if playerHealth<=0:
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print("PLAYER KILLED!")
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#reload current level
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levelChangeSignal.emit(levels[currentLevel])
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func totalEnemies(value)->void:
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print("Number of Enemies: "+str(value))
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func addEnemyToLevel(slime:Slime)->void:
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#random number up to 10
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var randDamage:int = randi()%10
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var enemyStat = {
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"health":50,
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"damage":randDamage
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}
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#store in the enemy Dictionary
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enemiesDict[slime]=enemyStat
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func removeEnemyFromLevel(slime)->void:
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enemiesDict.erase(slime)
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func crateUpdate(cratesAmount)->void:
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crateTotal = cratesAmount
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print("GC updated crates: "+str(crateTotal))
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if crateTotal <=0:
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print("You WON!!!")
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levelChangeSignal.emit(currentScene)
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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 bulletDamage(body:Node2D, bullet:Bullet)->void:
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if body is Crate:
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#destroy 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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print("bullet hitting slime")
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#damage the slime
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enemiesDict[body]["health"] -= 10
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if enemiesDict[body]["health"] <=0:
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removeEnemyFromLevel(body)
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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+47
-11
@@ -2,7 +2,8 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var crates: Node2D = $"../Crates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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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 bulletArray:Array[Bullet] = []
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@@ -10,6 +11,9 @@ var totalAllowedBullets:int = 7
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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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# Reset all the stuff in the level
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Gamecontroller.reset()
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buildLevel()
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@@ -19,20 +23,50 @@ func _process(delta: float) -> void:
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func buildLevel()->void:
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print("building level")
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updateCoins()
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updateCrates()
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updateTriggers()
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updateEnemies()
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#wire up signals from GameController
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.levelChangeSignal.connect(loadLevel)
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func updateEnemies()->void:
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if enemies:
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var totalEnemies = 0
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for obj in enemies.get_children():
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if obj is Slime:
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totalEnemies +=1
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if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
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print("Hooking up slime")
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obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
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Gamecontroller.addEnemyToLevel(obj)
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if not obj.tree_exited.is_connected(updateEnemies):
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obj.tree_exited.connect(updateEnemies)
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Gamecontroller.totalEnemies(totalEnemies)
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func updateCoins()->void:
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if coins:
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var totalCoins = 0
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for obj in coins.get_children():
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if obj is Coin:
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totalCoins +=1
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print("coin found")
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if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
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obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
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#Any time a coin is destroyed, let game controller know how many remain
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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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Gamecontroller.totalCoins(totalCoins)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
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obj.AreaTrigger.connect(Gamecontroller._on_trigger)
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func updateCrates()->void:
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#check that there is a crates node
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@@ -43,7 +77,7 @@ func updateCrates()->void:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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game.crateUpdate(totalCrates)
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Gamecontroller.crateUpdate(totalCrates)
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func destroy(body)->void:
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if body is Bullet:
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@@ -71,9 +105,11 @@ func bulletFactory()->Bullet :
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#how many bullets have been made?
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if bulletArray.size() <= totalAllowedBullets:
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myBullet = bullet.instantiate()
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if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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game.add_child(myBullet)
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if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
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myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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#Gamecontroller.add_child(myBullet)
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#Gamecontroller is pure code now, so switch to add_sibling
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add_sibling(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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@@ -0,0 +1,41 @@
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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 left_cast: RayCast2D = $LeftCast
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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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@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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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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#raycast detection
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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):
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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://c8o8u4tesokv5
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