small updates to prep

This commit is contained in:
OddlyTimbot 2026-03-30 17:50:14 -04:00
parent 3b23e7b50d
commit 64e0b3a510
2 changed files with 12 additions and 15 deletions

View File

@ -503,7 +503,7 @@ position = Vector2(-74, 277)
[node name="Coins" type="Node2D" parent="." unique_id=935250051] [node name="Coins" type="Node2D" parent="." unique_id=935250051]
[node name="Coin" parent="Coins" unique_id=1684921412 instance=ExtResource("13_trtic")] [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")] [node name="Coin2" parent="Coins" unique_id=1619880767 instance=ExtResource("13_trtic")]
position = Vector2(457, 467) position = Vector2(457, 467)

View File

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