week6 player enemy damage death cycle
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@@ -5,6 +5,7 @@ class_name SceneManager extends Node2D
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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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@onready var enemies: Node2D = $"../Enemies"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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@@ -17,9 +18,12 @@ func _ready() -> void:
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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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player.bulletSignal.connect(makeBullet)
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player.deathCompleteSignal.connect(game.levelChange)
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updateCrates()
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updateCoins()
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updateEnemies()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -50,6 +54,15 @@ func updateCoins()->void:
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totalCoins +=1
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game.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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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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@@ -97,7 +110,17 @@ func destroy(target)->void:
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target.queue_free()
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if target is Coin:
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target.queue_free()
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if target is Slime:
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target.queue_free()
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if target is Player:
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target.kill()
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func damage(target)->void:
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if target is Slime:
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target.takeDamage()
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if target is Player:
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target.takeDamage()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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#hide the bullet off-screen
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