testytest/scripts/gamecontroller.gd

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GDScript3
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extends Node
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var myBox = preload("res://scenes/crate.tscn")
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@onready var box_trap = $"../BoxTrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
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@onready var coins = $"../Coins"
@onready var enemies = $"../enemies"
@onready var ui = $"../CanvasLayer/UI"
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# Called when the node enters the scene tree for the first time.
func _ready():
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GameManager.resetPlayer()
for n in coins.get_children():
if n is Coin:
#wire up our listener
n.coinCollected.connect(_on_coin_coin_collected)
for n in enemies.get_children():
if n is BadGuy:
n.playerDamage.connect(playerDamage)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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if GameManager.player.health <= 0 && player.living:
player.die()
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func _on_area_2d_areatrigger(effect, body):
print("Game Controller sees the trigger "+effect )
match effect:
"alert":
#do stuff
print("hi")
if body.is_in_group("player"):
for n in 3:
var box = myBox.instantiate()
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owner.add_child(box)
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box.position = box_trap.position
"powerup":
print("you got power")
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func resetWorld():
get_tree().reload_current_scene()
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func _on_coin_coin_collected():
GameManager.coinCollected()
ui.coinsUpdate(GameManager.coinCollectedTotal)
func playerDamage():
GameManager.playerDamage()
ui.healthUpdate(GameManager.player.health)
func _on_death_complete():
#This is where we reset the world
timer.start(.5)