organized coins and enemies
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@@ -1,4 +1,4 @@
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extends Area2D
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class_name Enemy extends Area2D
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const speed = 60
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var direction = 1
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@@ -1,9 +1,8 @@
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extends Area2D
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class_name Coin extends Area2D
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@onready var game = %SceneManager
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#Note: signal created - better to 'signal up' and 'call down'
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signal coinCollected
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func _on_body_entered(body):
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if body.is_in_group("player"):
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coinCollected.emit()
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@@ -11,10 +11,21 @@ var crate = preload("res://scenes/crate.tscn")
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@onready var boxtrap = $"../crates/boxtrap"
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@onready var timer = $Timer
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@onready var player = $"../CharacterBody2D"
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@onready var ui = $"../CanvasLayer/UI"
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@onready var ui = $"../UICanvas/UI"
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@onready var crates = $"../crates"
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@onready var coins = $"../coins"
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@onready var enemies = $"../enemies"
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func _ready():
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#Note: since autoloads persist, reset player to full health
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GameManager.resetPlayer()
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#Note: Add listeners to collectibles
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for n in coins.get_children():
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if n is Coin:
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n.coinCollected.connect(coinCollected)
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for n in enemies.get_children():
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if n is Enemy:
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n.playerDamage.connect(_on_badguy_player_damage)
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func _on_area_2d_areatrigger(effect, body):
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match effect:
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