final week
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@@ -4,6 +4,11 @@ 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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signal playerDamageSignal(health, maxHealth)
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signal playerDeathSignal
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signal countDownSignal(timeRemaining)
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signal coinCollectedSignal(totalCoinsCollected, coinsRemaining)
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var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
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@@ -20,22 +25,29 @@ var playerStartingHealth = 100
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var enemiesDict={}
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var enemy:CharacterStats
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var player:CharacterStats
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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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get_window().grab_focus()
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enemy = load("res://scripts/rscs/slimeStats.tres")
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player = load("res://scripts/rscs/playerStats.tres")
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add_child(timer)
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timer.wait_time = 1
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timer.one_shot= false
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timer.connect("timeout", secondCounter)
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timer.start()
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func reset()->void:
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timeAvailable = timers[currentLevel]
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playerHealth = playerStartingHealth
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playerHealth = player.starting_health
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coinsCollected = 0
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func secondCounter()->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 BABY!!")
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levelChangeSignal.emit(levels[currentLevel])
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@@ -78,7 +90,7 @@ func bulletDamage(body:Node2D, bullet:Bullet)->void:
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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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enemiesDict[body]["health"] -= 10
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enemiesDict[body]["health"] -= player.rangeDamage
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if enemiesDict[body]["health"]<=0:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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@@ -90,6 +102,7 @@ func _on_coin_collected(body:Node2D, coin:Coin)->void:
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func totalCoins(value)->void:
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print("GC knows coins remaining "+str(value))
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coinCollectedSignal.emit(coinsCollected, value)
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if value <=0:
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#no coins left in level
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currentLevel +=1
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@@ -103,12 +116,20 @@ func _on_slime_damage(body:Node2D, slime:Slime)->void:
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print("GC knows slime damage to player "+str(playerHealth))
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if playerHealth <=0:
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print("YOU DED")
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levelChangeSignal.emit(levels[currentLevel])
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playerDeathSignal.emit()
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else:
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#damage
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playerDamageSignal.emit(playerHealth, player.max_health)
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func addEnemyToLevel(slime:Slime)->void:
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var randDamage:int = randi()%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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"health":enemy.starting_health,
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"damage":enemy.meleeDamage
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}
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#put it in dictionary
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enemiesDict[slime]=enemyStat
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func loadLevel()->void:
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levelChangeSignal.emit(levels[currentLevel])
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+20
-2
@@ -11,13 +11,16 @@ const BUMP_POWER = 50
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var direction
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enum PlayerState{IDLE,RUNNING, JUMPING, FALLING}
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enum PlayerState{IDLE,RUNNING, JUMPING, FALLING, HURT, DEAD}
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var current_player_state:PlayerState = PlayerState.IDLE
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var jumpUp:bool = false
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signal deathAnimationCompleteSignal
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func _physics_process(delta: float) -> void:
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handle_input()
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if current_player_state != PlayerState.DEAD:
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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@@ -36,6 +39,7 @@ func handle_input()->void:
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velocity.y = JUMP_VELOCITY
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current_player_state = PlayerState.JUMPING
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jumpUp = true
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# Handle Shoot
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if Input.is_action_just_pressed("shoot"):
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print("Player wants to shoot")
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@@ -71,6 +75,10 @@ func handle_animation()->void:
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player_graphic.play("jumping")
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PlayerState.FALLING:
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player_graphic.play("falling")
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PlayerState.HURT:
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player_graphic.play("hurt")
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PlayerState.DEAD:
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player_graphic.play("death")
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func handle_movement(delta)->void:
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# Add the gravity.
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@@ -98,3 +106,13 @@ func _on_animation_finished() -> void:
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match current_player_state:
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PlayerState.JUMPING:
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jumpUp = false
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PlayerState.HURT:
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current_player_state = PlayerState.IDLE
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PlayerState.DEAD:
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deathAnimationCompleteSignal.emit()
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func playerDamage(health, maxHealth) ->void:
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current_player_state = PlayerState.HURT
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func playerDead()->void:
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print("Player should die")
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current_player_state = PlayerState.DEAD
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@@ -0,0 +1,11 @@
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class_name CharacterStats extends Resource
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@export_category("health")
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@export var health:int = 100
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@export var max_health:int =100
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@export var starting_health:int = 100
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# damage"
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@export_category("damage")
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@export var meleeDamage: int = 10
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@export var rangeDamage: int =5
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@@ -0,0 +1 @@
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uid://jdmo742f5t43
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@@ -0,0 +1,7 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://b6qxf7j8kcw7f"]
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[ext_resource type="Script" uid="uid://jdmo742f5t43" path="res://scripts/rscs/characterStats.gd" id="1_sqkfu"]
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[resource]
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script = ExtResource("1_sqkfu")
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metadata/_custom_type_script = "uid://jdmo742f5t43"
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharacterStats" format=3 uid="uid://qpkg5xp8sk1a"]
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[ext_resource type="Script" uid="uid://jdmo742f5t43" path="res://scripts/rscs/characterStats.gd" id="1_ppipo"]
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[resource]
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script = ExtResource("1_ppipo")
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health = 20
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max_health = 30
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starting_health = 20
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meleeDamage = 20
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rangeDamage = 0
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metadata/_custom_type_script = "uid://jdmo742f5t43"
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@@ -4,6 +4,8 @@ class_name SceneManager extends Node2D
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@onready var level: Node2D = $"../Level"
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@onready var coins: Node2D = $"../Coins"
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@onready var slimes: Node2D = $"../Slimes"
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@onready var player: Player = $"../Player"
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@onready var ui: UI = $"../CanvasLayer/ui"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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@@ -20,7 +22,10 @@ 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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pass
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if Input.is_action_just_pressed("save"):
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print("Save the game!")
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if Input.is_action_just_pressed("load"):
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print("Load the game!")
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func buildLevel()->void:
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print("building level")
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@@ -33,6 +38,13 @@ func buildLevel()->void:
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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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Gamecontroller.playerDamageSignal.connect(player.playerDamage)
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Gamecontroller.playerDamageSignal.connect(ui.updateHealth)
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Gamecontroller.playerDeathSignal.connect(player.playerDead)
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Gamecontroller.countDownSignal.connect(ui.updateTimer)
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Gamecontroller.coinCollectedSignal.connect(ui.updateCoins)
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player.deathAnimationCompleteSignal.connect(Gamecontroller.loadLevel)
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func updateEnemies()->void:
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if slimes:
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var totalSlimes = 0
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@@ -0,0 +1,16 @@
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class_name UI 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/coiins
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func _ready() -> void:
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health.text = "Hi MOM!"
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func updateTimer(timerValue)->void:
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timer.text = str(timerValue)
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func updateHealth(healthValue, maxHealth)->void:
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health.text = str(healthValue)
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func updateCoins(collectedCoins, coinsRemaining)->void:
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coins.text= str(collectedCoins)+" of "+str(coinsRemaining+collectedCoins)
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@@ -0,0 +1 @@
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uid://6tbvoaj20pws
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