level updating
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+1049
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@@ -9,6 +9,9 @@ var totalCoins = 0
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var coinsRemaining = 0
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var coinsCollected = 0
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var levelArray=["res://scenes/game.tscn","res://scenes/level2.tscn", "res://scenes/level3.tscn"]
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var currentLevel = 0
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var enemiesDict={}
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var playerStats={
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"health": 100,
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@@ -20,10 +23,13 @@ var playerStats={
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func _ready() -> void:
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get_window().grab_focus()
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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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func reset()->void:
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playerStats={
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"health": 100,
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"meleeDamage": 20,
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"rangeDamage": 20
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}
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enemiesDict.clear()
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func _on_trigger(effect: Variant, Object: Variant) -> void:
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@@ -58,7 +64,11 @@ func _on_bullet_hit(body, bullet) -> void:
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func crateTotal(amount)->void:
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numberOfCrates = amount
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if numberOfCrates<=0:
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print("YOU WON!!!")
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if currentLevel<levelArray.size()-1:
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currentLevel +=1
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else:
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currentLevel = 0
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levelChange()
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func coinTotal(amount)->void:
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if totalCoins == 0:
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totalCoins = amount
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@@ -92,4 +102,4 @@ func removeEnemyFromLevel(enemy)->void:
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func levelChange()->void:
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print("change levels (reload)")
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get_tree().reload_current_scene()
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get_tree().change_scene_to_file(levelArray[currentLevel])
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+16
-16
@@ -1,7 +1,6 @@
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var player: Player = $"../Player"
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@onready var crates: Node2D = $"../Crates"
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@onready var coins: Node2D = $"../Coins"
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@@ -15,12 +14,13 @@ var bulletArray:Array[Bullet] = []
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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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Gamecontroller.reset()
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buildLevel()
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game.teleportSignal.connect(teleport)
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game.destroySignal.connect(destroy)
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game.damageSignal.connect(damage)
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.damageSignal.connect(damage)
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player.bulletSignal.connect(makeBullet)
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player.deathCompleteSignal.connect(game.levelChange)
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player.deathCompleteSignal.connect(Gamecontroller.levelChange)
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updateCrates()
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updateCoins()
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updateEnemies()
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@@ -40,7 +40,7 @@ func updateCrates()->void:
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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# tell the gamecontroller how many crates
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game.crateTotal(totalCrates)
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Gamecontroller.crateTotal(totalCrates)
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func updateCoins()->void:
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var totalCoins = 0
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@@ -49,26 +49,26 @@ func updateCoins()->void:
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if obj is Coin:
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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if not obj.coinCollisionSignal.is_connected(game.coinCollected):
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obj.coinCollisionSignal.connect(game.coinCollected)
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if not obj.coinCollisionSignal.is_connected(Gamecontroller.coinCollected):
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obj.coinCollisionSignal.connect(Gamecontroller.coinCollected)
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totalCoins +=1
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game.coinTotal(totalCoins)
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Gamecontroller.coinTotal(totalCoins)
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func updateEnemies()->void:
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if enemies:
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for obj in enemies.get_children():
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var enemy = obj as Slime
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if enemy:
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game.addEnemyToLevel(enemy)
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if not enemy.enemyAttackSignal.is_connected(game.slimeAttack):
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enemy.enemyAttackSignal.connect(game.slimeAttack)
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Gamecontroller.addEnemyToLevel(enemy)
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if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack):
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enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack)
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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.areaTriggered.is_connected(game._on_trigger):
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obj.areaTriggered.connect(game._on_trigger)
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if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger):
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obj.areaTriggered.connect(Gamecontroller._on_trigger)
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func teleport(body, _bodyposition=null)->void:
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if body is Crate:
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@@ -93,8 +93,8 @@ func bulletFactory()->Bullet:
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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#wire up a signal to the game controller
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if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
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if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit)
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else:
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#recycle bullet
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myBullet = bulletArray.pop_back()
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