2024-08-13 01:21:31 +00:00
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extends Node
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2024-07-23 01:20:27 +00:00
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2024-08-13 01:21:31 +00:00
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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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2024-08-20 01:18:41 +00:00
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@onready var coins = $"../Coins"
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@onready var enemies = $"../Enemies"
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@onready var ui = $"../CanvasLayer/UI"
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func _ready():
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GameManager.resetPlayer()
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ui.coinsUpdate(GameManager.coinCollectedTotal)
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ui.healthUpdate(GameManager.player.health)
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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(_on_area_2d_3_coin_collected)
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for n in enemies.get_children():
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if n is badguy:
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n.playerDamage.connect(_on_badguy_player_damage)
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2024-07-23 01:20:27 +00:00
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2024-08-20 01:18:41 +00:00
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func _process(delta):
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if GameManager.player.health <= 0 and player.living:
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player.die()
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2024-07-23 01:20:27 +00:00
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2024-07-30 01:07:00 +00:00
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func _on_area_2d_areatrigger(effect, body):
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2024-08-13 01:21:31 +00:00
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print("Game Controller sees the trigger "+effect)
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2024-07-30 01:07:00 +00:00
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match effect:
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"alert":
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2024-08-13 01:21:31 +00:00
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#do stuff
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2024-07-30 01:07:00 +00:00
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print("hi")
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if body.is_in_group("player"):
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2024-08-13 01:21:31 +00:00
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for n in 3:
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var box = crate.instantiate()
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owner.add_child(box)
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box.position = boxtrap.position
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2024-07-30 01:07:00 +00:00
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"powerup":
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print("you got power")
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2024-08-13 01:21:31 +00:00
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func resetWorld():
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get_tree().reload_current_scene()
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2024-08-20 01:18:41 +00:00
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func _on_area_2d_3_coin_collected():
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print("SceneManager sees new coin")
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GameManager.coinCollected()
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ui.coinsUpdate(GameManager.coinCollectedTotal)
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func _on_badguy_player_damage():
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print("run into bad guy")
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GameManager.playerDamage()
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ui.healthUpdate(GameManager.player.health)
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func _on_death_complete():
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#This is where we reset the world
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timer.start(0.5)
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