MarchGame/scripts/gameController.gd

125 lines
3.1 KiB
GDScript

class_name GameController extends Node2D
var crateTotal = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var coinsCollected = 0
var timer := Timer.new()
#add new levels
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn"]
var timers=[16,10]
var currentLevel = 0
var timeAvailable = timers[currentLevel]
var enemiesDict={}
var playerStartingHealth = 50
var playerHealth = 50
# 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()
# called by the scenemanager
func reset()->void:
# reset the time
timeAvailable = timers[currentLevel]
enemiesDict.clear()
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_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])
func _on_trigger(body: Variant, effect, trigger) -> void:
print("GC knows trigger...."+effect)
if body is Crate:
match effect:
"destroy":
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
if body is Player:
match effect:
"powerup":
print("GC knows about powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func _on_slime_damage(body, slime)->void:
# print("Slime attacked player for "+str(enemiesDict[slime]["damage"]))
playerHealth -= enemiesDict[slime]["damage"]
if playerHealth<=0:
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
var enemyStat = {
"health":50,
"damage":randDamage
}
#store in the enemy Dictionary
enemiesDict[slime]=enemyStat
func removeEnemyFromLevel(slime)->void:
enemiesDict.erase(slime)
func crateUpdate(cratesAmount)->void:
crateTotal = cratesAmount
print("GC updated crates: "+str(crateTotal))
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:
print("bullet hitting slime")
#damage the slime
enemiesDict[body]["health"] -= 10
if enemiesDict[body]["health"] <=0:
removeEnemyFromLevel(body)
destroySignal.emit(body)
destroySignal.emit(bullet)