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