final week
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@@ -5,6 +5,8 @@ class_name SceneManager extends Node2D
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@onready var level: Node2D = $"../Level"
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@onready var coins: Node2D = $"../Coins"
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@onready var slimes: Node2D = $"../Slimes"
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@onready var player: Player = $"../Player"
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@onready var ui: UI = $"../CanvasLayer/UI"
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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@@ -18,7 +20,10 @@ func _ready() -> void:
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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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if Input.is_action_just_pressed("save"):
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print("save the game")
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if Input.is_action_just_pressed("load"):
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print("load the game")
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func buildLevel()->void:
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print("building level")
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@@ -31,6 +36,12 @@ func buildLevel()->void:
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.levelChangeSignal.connect(loadLevel)
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Gamecontroller.playerDamageSignal.connect(player.playerDamage)
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Gamecontroller.playerDamageSignal.connect(ui.updateHealth)
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Gamecontroller.playerDeathSignal.connect(player.playerDead)
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Gamecontroller.countDownSignal.connect(ui.updateTimer)
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Gamecontroller.coinsCollectedSignal.connect(ui.updateCoins)
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player.deathAnimationCompleteSignal.connect(Gamecontroller.loadLevel)
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func updateEnemies()->void:
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if slimes:
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var totalSlimes = 0
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@@ -4,6 +4,10 @@ var crateTotal = 0
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signal destroySignal(body)
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signal teleportSignal(body)
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signal levelChangeSignal(level)
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signal playerDamageSignal(health, maxHealth)
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signal playerDeathSignal
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signal countDownSignal(timeRemaning)
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signal coinsCollectedSignal(totalCoinsCollected, coinsRemaning)
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var currentScene:String = "res://scenes/game.tscn"
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var timer := Timer.new()
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@@ -19,8 +23,15 @@ var playerHealth = 100
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var playerStartingHealth = 100
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var enemiesDict={}
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var enemy:CharectorStats
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var player:CharectorStats
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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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enemy = load("res://scripts/rscs/slimeStats.tres")
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player = load("res://scripts/rscs/playerStats.tres")
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get_window().grab_focus()
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add_child(timer)
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timer.wait_time = 1
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@@ -30,10 +41,12 @@ func _ready() -> void:
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func reset()->void:
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timeAvailable = timers[currentLevel]
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playerHealth = playerStartingHealth
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playerHealth = player.starting_health
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coinsCollected = 0
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func secondCounter()->void:
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timeAvailable -=1
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countDownSignal.emit(timeAvailable)
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if timeAvailable <=0:
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print("YOU LOST YOU ARE A LOSER YOU SUCK")
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levelChangeSignal.emit(levels[currentLevel])
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@@ -72,7 +85,7 @@ func bulletDamage(body:Node2D, bullet:Bullet)->void:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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if body is Slime:
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enemiesDict[body]["health"] -= 10
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enemiesDict[body]["health"] -= player.rangeDamage
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if enemiesDict[body]["health"] <= 0:
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destroySignal.emit(body)
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destroySignal.emit(bullet)
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@@ -84,6 +97,7 @@ func _on_coin_collected(body:Node2D, coin:Coin):
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func totalCoins(value)->void:
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print("GC know coins remaning "+str(value))
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coinsCollectedSignal.emit(coinsCollected, value)
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if value <= 0:
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currentLevel += 1
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if currentLevel >= levels.size():
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@@ -93,12 +107,19 @@ func _on_slime_damage(boyd:Node2D, slime:Slime)->void:
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playerHealth -= enemiesDict[slime]["damage"]
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print("GC DAMAGE THE PLAYER AND KILL THEM "+str(playerHealth))
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if playerHealth <=0:
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print(" YOU DED ")
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levelChangeSignal.emit(levels[currentLevel])
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print("YOU Dieded")
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playerDeathSignal.emit()
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#levelChangeSignal.emit(levels[currentLevel])
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else:
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#damage
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playerDamageSignal.emit(playerHealth, player.max_health)
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func addEnemyToLevel(slime:Slime)->void:
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var randDamage:int = randi()%10
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#var randDamage:int = randi()%10
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var enemyStat = {
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"health":50,
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"damage":randDamage
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"health":enemy.starting_health,
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"damage":enemy.meleeDamage
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}
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enemiesDict[slime]=enemyStat
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func loadLevel()->void:
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levelChangeSignal.emit(levels[currentLevel])
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+20
-3
@@ -10,15 +10,17 @@ const BUMP_POWER = 1000
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enum FaceDirection{LEFT, RIGHT}
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var facing:FaceDirection = FaceDirection.RIGHT
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var direction
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enum PlayerState{IDLE,RUNNING,JUMPING,FALLING}
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enum PlayerState{IDLE,RUNNING,JUMPING,FALLING,HURT,DEATH,SPAWN}
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var current_player_state:PlayerState = PlayerState.IDLE
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var jumpUp:bool = false
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signal deathAnimationCompleteSignal
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func _physics_process(delta: float) -> void:
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#Handle Shoot
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handle_input()
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if current_player_state != PlayerState.DEATH:
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handle_input()
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handle_movement(delta)
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handle_state()
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handle_animation()
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@@ -76,6 +78,10 @@ func handle_animation()->void:
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player_graphic.play("jumping")
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PlayerState.FALLING:
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player_graphic.play("falling")
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PlayerState.HURT:
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player_graphic.play("hurt")
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PlayerState.DEATH:
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player_graphic.play("death")
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func handle_movement(delta)->void:
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# Add the gravity.
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@@ -104,3 +110,14 @@ func _on_animation_finished() -> void:
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match current_player_state:
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PlayerState.JUMPING:
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jumpUp = false
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PlayerState.HURT:
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current_player_state = PlayerState.IDLE
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PlayerState.DEATH:
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deathAnimationCompleteSignal.emit()
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func playerDamage(health, maxHealth) ->void:
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print("c")
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current_player_state = PlayerState.HURT
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func playerDead()-> void:
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print("You FINALY DIED")
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current_player_state = PlayerState.DEATH
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@@ -0,0 +1,11 @@
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class_name CharectorStats extends Resource
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@export_category("Health")
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@export var health:int = 100
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@export var max_health:int = 100
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@export var starting_health:int = 100
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#damage
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@export_category("Damage")
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@export var meleeDamage:int =10
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@export var rangeDamage: int =5
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@@ -0,0 +1 @@
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uid://b7u1be28qy8ye
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@@ -0,0 +1,7 @@
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[gd_resource type="Resource" script_class="CharectorStats" format=3 uid="uid://omvjulu840js"]
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[ext_resource type="Script" uid="uid://b7u1be28qy8ye" path="res://scripts/rscs/charecterStats.gd" id="1_sqkfu"]
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[resource]
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script = ExtResource("1_sqkfu")
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metadata/_custom_type_script = "uid://b7u1be28qy8ye"
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@@ -0,0 +1,12 @@
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[gd_resource type="Resource" script_class="CharectorStats" format=3 uid="uid://dep2ewei086m4"]
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[ext_resource type="Script" uid="uid://b7u1be28qy8ye" path="res://scripts/rscs/charecterStats.gd" id="1_ppipo"]
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[resource]
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script = ExtResource("1_ppipo")
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health = 20
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max_health = 30
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starting_health = 20
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meleeDamage = 20
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rangeDamage = 0
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metadata/_custom_type_script = "uid://b7u1be28qy8ye"
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@@ -0,0 +1,16 @@
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class_name UI extends Control
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@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Timer
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@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Coins
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func _ready() -> void:
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health.text = "Hi MOM"
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func updateTimer(timerValue)->void:
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timer.text =str(timerValue)
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func updateHealth(healthValue, maxHealth)->void:
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health.text = str(healthValue)
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func updateCoins(collectedCoins, coinsRemaning)->void:
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coins.text=str(collectedCoins)+" of "+str(coinsRemaning+collectedCoins)
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@@ -0,0 +1 @@
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uid://dcpm4dbhpfksa
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