MarchGame/scripts/gameController.gd

130 lines
2.9 KiB
GDScript

class_name GameController extends Node2D
var crateTotal=0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var currentScene:String="res://scenes/game.tscn"
var timer := Timer.new()
var timeAvailable := 10
var levels=["res://scenes/game.tscn","res://scenes/level2.tscn","res://scenes/level3.tscn"]
var timers =[15, 10, 8]
var currentLevel=0
var coinsCollected=0
var playerHealth=100
var playerStartingHealth =100
var enemiesDict={}
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
get_window().grab_focus()
add_child(timer)
timer.wait_time =1
timer.one_shot=false
timer.connect("timeout", secondCounter)
timer.start()
func reset() -> void:
timeAvailable =timers[currentLevel]
playerHealth=playerStartingHealth
func secondCounter()-> void:
timeAvailable -=1
if timeAvailable <=0:
print("YOU LOSE!!")
levelChangeSignal.emit(levels[currentLevel])
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant,effect,trigger) -> void:
print("GC knows trigger..."+effect)
if body is Crate:
match effect:
"destroy":
destroySignal.emit(body)
"teleport":
print("GC teleport an object")
teleportSignal.emit(body)
"powerup":
print("GC knows powerup")
timeAvailable +=5
if body is Player:
match effect:
"powerup":
print("GC knows powerup")
timeAvailable +=5
destroySignal.emit(trigger)
func crateUpdate(cratesAmount) ->void:
crateTotal=cratesAmount
print("GC updated crates: " +str(crateTotal))
if crateTotal <=0:
print("you win")
currentLevel +=1
if currentLevel >= levels.size():
currentLevel=0
levelChangeSignal.emit(levels[currentLevel])
func bulletDamage(body:Node2D,bullet:Bullet) -> void:
if body is Crate:
# destroy Crate
destroySignal.emit(body)
destroySignal.emit(bullet)
if body is Slime:
enemiesDict[body]["health"] -=10
if enemiesDict[body]["health"] <=0:
destroySignal.emit(body)
destroySignal.emit(bullet)
func _on_coin_collected(body:Node2D, coin:Coin) -> void:
print("GC knows coin collected")
coinsCollected +=1
destroySignal.emit(coin)
func totalCoins(value) -> void:
print("GC knows coin remaining " + str(value))
if value <=0:
# no coins left in level
levelChangeSignal.emit(levels[currentLevel])
func _on_slime_damage(body:Node2D, slime:Slime) -> void:
playerHealth -=enemiesDict[slime]["damage"]
print("GC knows damage "+str(enemiesDict[slime]["damage"]))
print("GC knows slime damage to player "+ str(playerHealth))
if playerHealth <=0:
print("You are dead")
levelChangeSignal.emit(levels[currentLevel])
func addEnemyToLevel(slime:Slime)-> void:
var randDamage:int=randi()%10
var enemyStat ={
"health": 50,
"damage": randDamage
}
#put it in dictionary
enemiesDict[slime]=enemyStat