2025-07-29 01:16:32 +00:00
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extends Node2D
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2025-08-19 01:06:03 +00:00
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signal playerDamage
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2025-09-09 00:57:14 +00:00
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signal destroySignal(body)
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signal levelChangeSignal(level)
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var timer = Timer.new()
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var timeAvailable:int = 5
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var levels = ["res://Scenes/reallygoodgame.tscn", "res://Scenes/reallygoodgame2.tscn", "res://Scenes/reallygoodgame3.tscn"]
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var timers = [500,500,500]
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var currentLevel = 0
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#character stats
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var enemy:CharacterStats
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var player:CharacterStats
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var playerCurrentHealth:int
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2025-07-29 01:16:32 +00:00
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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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2025-09-09 00:57:14 +00:00
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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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playerCurrentHealth = player.starting_health
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# Replace with function body.
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add_child(timer)
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timer.wait_time = 1
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timer.one_shot = false
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timer.connect("timeout", secondCounter)
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timer.start()
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2025-07-29 01:16:32 +00:00
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2025-09-09 00:57:14 +00:00
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func secondCounter():
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timeAvailable -=1
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if timeAvailable <=0:
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print("you lose")
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levelChangeSignal.emit(levels[currentLevel])
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func reset():
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timeAvailable = timers[currentLevel]
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2025-07-29 01:16:32 +00:00
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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 _on_trigger(effect: Variant, body: Variant) -> void:
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print("GC see trigger " + effect)
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2025-08-19 01:06:03 +00:00
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match effect:
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"player_hurt":
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if body is Player:
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print("hurt the player")
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playerDamage.emit()
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2025-08-18 02:18:14 +00:00
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if body.name == "world-boundary":
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return
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2025-09-09 00:57:14 +00:00
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#if not body is Player:
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# body.queue_free()
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2025-08-18 02:18:14 +00:00
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func bulletDamage(target: Node2D, bullet: Node2D):
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print("GC sees a hit")
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target.queue_free()
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bullet.visible = false
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2025-08-26 01:07:18 +00:00
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func coincollected(body, coin):
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print("coincollected")
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2025-09-09 00:57:14 +00:00
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destroySignal.emit(coin)
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2025-08-26 01:07:18 +00:00
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2025-09-09 00:57:14 +00:00
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func totalcoincount(count):
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print("GC knows total coins"+str(count))
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if count == 0:
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currentLevel +=1
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if currentLevel >= levels.size():
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currentLevel = 0
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levelChangeSignal.emit(levels[currentLevel])
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func playerAttacked(body, slime):
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print("player attacked")
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print("damage : "+str(enemy.meleeDamage) )
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print("player health : "+str(player.health))
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playerCurrentHealth -= enemy.meleeDamage
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if playerCurrentHealth <=0:
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print("you died")
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