Aprilgame/Scripts/game controller.gd

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GDScript3
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extends Node2D
signal destroySignal(body)
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signal levelChangeSignal(level)
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signal damagePlayerSignal(damageTotal, playerHealthTotal)
signal killPlayerSignal
signal timechangesignal(currenttimeavailable)
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var levels = ["res://Scenes/game.tscn","res://Scenes/level 2.tscn","res://Scenes/level3.tscn"]
var currentLevel = 0
var timers = [5,10,15]
var timeAvailable=0
var timer = Timer.new()
#player variables
var playerCurrentHealth:int = 100
#enemies
var enemiesDict = {}
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var enemy:CharacterStats
var player:CharacterStats
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
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enemy = load("res://Scripts/rscs/slime_stats.tres")
player = load("res://Scripts/rscs/player_sats.tres")
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add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
func secondCounter()->void:
print("tick")
timeAvailable-=1
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timechangesignal.emit(timeAvailable)
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if timeAvailable <=0:
print ("you loose!")
levelChangeSignal.emit(levels[currentLevel])
func reset() -> void:
timeAvailable = timers[currentLevel]
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playerCurrentHealth = player.starting_health
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get_window().grab_focus()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_triggerSignal(body: Variant, intentMessage: Variant) -> void:
print("GC knows about a trigger!")
if body.is_in_group("destructible") and intentMessage == "destroy":
destroySignal.emit(body)
func totalCrates(numberOfCrates:int)->void:
print("GC knows total crates: "+str(numberOfCrates))
if numberOfCrates <=0:
print("You WON!!!!")
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currentLevel +=1
if currentLevel >= levels.size():
currentLevel = 0
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(_body, slime)->void:
print ("GC knows slime doing damage")
print("doing damage: "+str(enemiesDict[slime]["damage"]))
playerCurrentHealth -= enemiesDict[slime]["damage"]
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#send a custom signal about damage
damagePlayerSignal.emit(enemiesDict[slime]["damage"], playerCurrentHealth)
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if playerCurrentHealth <=0:
print ("U ded")
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killPlayerSignal.emit()
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func addEnemyToLevel(slime)->void:
#give each enemy some health and damage
var randamage = randi_range(1,20)
var enemyStat = {
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"health": enemy.starting_health,
"damage": enemy.meleeDamage+randamage
}
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enemiesDict[slime]=enemyStat
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func respawn()->void:
levelChangeSignal.emit(levels[currentLevel])