class_name GameController extends Node2D var crateTotal = 0 signal destroySignal(body) signal teleportSignal(body) signal levelChangeSignal(level) var currentScene:String = "res://scenes/game.tscn" var timer := Timer.new() var timeAvailable := 10 var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"] var timers=[15,10,8] var currentLevel=0 var coinsCollected = 0 var playerHealth = 100 var playerStartingHealth = 100 var enemiesDict={} # Called when the node enters the scene tree for the first time. func _ready() -> void: get_window().grab_focus() add_child(timer) timer.wait_time = 1 timer.one_shot= false timer.connect("timeout", secondCounter) timer.start() func reset()->void: timeAvailable = timers[currentLevel] playerHealth = playerStartingHealth 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 func _on_trigger(body: Variant, effect, trigger) -> void: if body is Crate: match effect: "destroy": destroySignal.emit(body) "teleport": teleportSignal.emit(body) if body is Player: match effect: "powerup": print("GC knows about powerup") timeAvailable +=5 destroySignal.emit(trigger) func crateUpdate(cratesAmount)->void: crateTotal = cratesAmount if crateTotal <=0: print("You WON!!!") currentLevel +=1 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) if body is Slime: enemiesDict[body]["health"] -= 10 if enemiesDict[body]["health"]<=0: destroySignal.emit(body) destroySignal.emit(bullet) func _on_coin_collected(body:Node2D, coin:Coin)->void: coinsCollected +=1 destroySignal.emit(coin) func totalCoins(value)->void: if value <=0: #no coins left in level currentLevel +=1 if currentLevel >= levels.size(): currentLevel = 0 levelChangeSignal.emit(levels[currentLevel]) func _on_slime_damage(body:Node2D, slime:Slime)->void: playerHealth -= enemiesDict[slime]["damage"] if playerHealth <=0: print("YOU DED") levelChangeSignal.emit(levels[currentLevel]) func addEnemyToLevel(slime:Slime)->void: var randDamage:int = randi()%10 var enemyStat = { "health":50, "damage":randDamage } #put it in dictionary enemiesDict[slime]=enemyStat