game1/scripts/gamecontroller.gd

84 lines
2.0 KiB
GDScript3
Raw Normal View History

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