diff --git a/scenes/game.tscn b/scenes/game.tscn index 3313020..32b6d5b 100644 --- a/scenes/game.tscn +++ b/scenes/game.tscn @@ -503,7 +503,7 @@ position = Vector2(-74, 277) [node name="Coins" type="Node2D" parent="." unique_id=935250051] [node name="Coin" parent="Coins" unique_id=1684921412 instance=ExtResource("13_trtic")] -position = Vector2(512, 462) +position = Vector2(362, 342) [node name="Coin2" parent="Coins" unique_id=1619880767 instance=ExtResource("13_trtic")] position = Vector2(457, 467) diff --git a/scripts/gameController.gd b/scripts/gameController.gd index 93bb581..2290e44 100644 --- a/scripts/gameController.gd +++ b/scripts/gameController.gd @@ -9,7 +9,7 @@ var coinsCollected = 0 var timer := Timer.new() -#add new levels +#Level Handling var levels=["res://scenes/game.tscn","res://scenes/level2.tscn"] var timers=[16,10] var currentLevel = 0 @@ -28,37 +28,36 @@ func _ready() -> void: timer.connect("timeout", secondCounter) timer.start() -# called by the scenemanager +#Scene Handling +# called by the scenemanager upon scene load func reset()->void: # reset the time timeAvailable = timers[currentLevel] enemiesDict.clear() playerHealth = playerStartingHealth - + +#Time Handling func secondCounter()->void: timeAvailable -=1 if timeAvailable <=0: print("YOU LOSE BABY!!") levelChangeSignal.emit(levels[currentLevel]) - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _process(delta: float) -> void: - pass +#Coin Handling func _on_coin_collected(body:Player, coin:Coin)-> void: coinsCollected +=1 destroySignal.emit(coin) #Any time coins are destroyed, game controller is informed how many left func totalCoins(value)-> void: - print(value) if value <=0: print("You WON!!!") currentLevel +=1 if currentLevel >= levels.size(): currentLevel = 0 levelChangeSignal.emit(levels[currentLevel]) - + +#Triggers are area traps func _on_trigger(body: Variant, effect, trigger) -> void: print("GC knows trigger...."+effect) if body is Crate: @@ -75,7 +74,8 @@ func _on_trigger(body: Variant, effect, trigger) -> void: print("GC knows about powerup") timeAvailable +=5 destroySignal.emit(trigger) - + +#Enemy Handling func _on_slime_damage(body, slime)->void: # print("Slime attacked player for "+str(enemiesDict[slime]["damage"])) playerHealth -= enemiesDict[slime]["damage"] @@ -83,10 +83,8 @@ func _on_slime_damage(body, slime)->void: print("PLAYER KILLED!") #reload current level levelChangeSignal.emit(levels[currentLevel]) - func totalEnemies(value)->void: print("Number of Enemies: "+str(value)) - func addEnemyToLevel(slime:Slime)->void: #random number up to 10 var randDamage:int = randi()%10 @@ -108,14 +106,13 @@ func crateUpdate(cratesAmount)->void: if currentLevel >= levels.size(): currentLevel = 0 levelChangeSignal.emit(levels[currentLevel]) - func bulletDamage(body:Node2D, bullet:Bullet)->void: if body is Crate: #destroy crate destroySignal.emit(body) destroySignal.emit(bullet) + #Update to damage Slime Enemies if body is Slime: - print("bullet hitting slime") #damage the slime enemiesDict[body]["health"] -= 10 if enemiesDict[body]["health"] <=0: