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Sept26Game/scripts/gamecontroller.gd
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class_name GameController extends Node2D
signal teleportSignal(body:RigidBody2D)
signal destroySignal(body)
signal damageSignal(body)
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var numberOfCrates = 2
var totalCoins = 0
var coinsRemaining = 0
var coinsCollected = 0
var enemiesDict={}
var playerStats={
"health":100,
"meleeAttack": 50,
"rangeAttack": 20
}
var enemy:CharacterStats
var player:CharacterStats
# level information
var levelArray=["res://scenes/game.tscn", "res://scenes/level2.tscn", "res://scenes/level3.tscn"]
var currentLevel = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
enemy = load("res://scripts/rscs/slimeStats.tres")
player = load("res://scripts/rscs/playerStats.tres")
func reset()->void:
playerStats={
"health": player.currentHealth,
"meleeAttack": player.meleeDamage,
"rangeAttack": player.rangeDamage
}
coinsCollected = 0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(effect: Variant, Object: Variant) -> void:
match effect:
"destroy":
if not Object is Player:
destroySignal.emit(Object)
"teleport":
if Object is Crate:
teleportSignal.emit(Object)
func _on_bullet_hit(body, bullet) -> void:
if body is Crate:
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
enemiesDict[body]["health"] -= playerStats.rangeAttack
if enemiesDict[body]["health"] <= 0:
print("Enemy is dead")
destroySignal.emit(body)
destroySignal.emit(bullet)
removeEnemyFromLevel(body)
else:
print("Enemy takes damage")
destroySignal.emit(bullet)
damageSignal.emit(body)
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func crateTotal(amount)->void:
numberOfCrates = amount
if numberOfCrates<=0:
print("YOU WON!!!")
if currentLevel<levelArray.size()-1:
currentLevel +=1
else:
currentLevel = 0
levelChange()
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func coinTotal(amount)->void:
if totalCoins == 0:
totalCoins = amount
coinsRemaining = amount
func coinCollected(body, coin)->void:
if body is Player:
#give them a coin
coinsCollected +=1
destroySignal.emit(coin)
func slimeAttack(body, slime)->void:
playerStats.health -= enemiesDict[slime].meleeDamage
if playerStats.health >0:
print("player takes damage")
damageSignal.emit(body)
else:
print("player is dead!!")
destroySignal.emit(body)
func addEnemyToLevel(slime)->void:
var stat={
"health":enemy.currentHealth + randi_range(0,10),
"meleeDamage":enemy.meleeDamage + randi_range(0,8)
}
enemiesDict[slime]=stat
func removeEnemyFromLevel(enemy)->void:
enemiesDict.erase(enemy)
func levelChange()->void:
get_tree().change_scene_to_file(levelArray[currentLevel])