multi levels, timer, health, coins, key
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5ca3a193d1
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11 files changed
+764
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@@ -9,6 +9,8 @@ const PUSHFORCE = 750
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@onready var right_ray: RayCast2D = $RightRay
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@onready var left_ray: RayCast2D = $LeftRay
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@onready var playerSprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var key: Sprite2D = $Key
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var faceLeft = false
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@@ -25,8 +27,10 @@ signal playerDead
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@onready var right_target: Node2D = $RightTarget
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@onready var left_target: Node2D = $LeftTarget
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func _ready() -> void:
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keyDrop()
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func hurtPlayer(amt):
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print("Character knows it should be hurt")
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animPlaying = "hurt"
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playerSprite.play("Hurt")
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@@ -36,6 +40,10 @@ func killPlayer():
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print("MORRIDO")
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animPlaying = "dead"
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playerSprite.play("Dead")
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func keyCollected():
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print("Player knows key")
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key.visible = true
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func _physics_process(delta: float) -> void:
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if living and not animPlaying =="hurt":
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@@ -96,24 +104,20 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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if right_ray.is_colliding():
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print("Something is on my right")
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if not faceLeft:
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var collider = right_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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print("This is a pushable box")
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pushTarget = collider
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pushRightEnabled = true
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else:
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pushRightEnabled = false
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if left_ray.is_colliding():
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print("Something is on my left")
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if faceLeft:
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var collider = left_ray.get_collider()
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if collider is Node:
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if collider.is_in_group("box"):
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print("I can shove this box")
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pushTarget = collider
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pushLefEnabled = true
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else:
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@@ -2,22 +2,50 @@ extends Node
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var coinsCollected:int = 0
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var player:Resource
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var totalCoinsLevel: = 0
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var levels = ["res://scenes/game.tscn","res://scenes/game_level2.tscn"]
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var timers = [5, 10]
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var currentLevel = 0
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var gameSeconds = 0
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var gotKey = false
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signal playerHurt()
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signal playerDeath()
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signal coinsUpdate(amt, total)
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signal levelComplete(level)
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signal tick(seconds)
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signal playerOptions(key)
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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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player = load("res://scripts/res/dudestats.tres")
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func setTotalCoins(amt):
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totalCoinsLevel = amt
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coinsUpdate.emit(coinsCollected, totalCoinsLevel)
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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 keyCollected():
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print("GameController knows player has key")
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func coinCollected():
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coinsCollected +=1
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print("Total coins collected "+str(coinsCollected) )
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coinsUpdate.emit(coinsCollected, totalCoinsLevel)
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#did you complete the level?
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if coinsCollected >= totalCoinsLevel:
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#level complete
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currentLevel +=1
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if currentLevel < levels.size():
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levelComplete.emit(levels[currentLevel])
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else:
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currentLevel = 0
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levelComplete.emit(levels[currentLevel])
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func playerDamage():
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if player.health > 0:
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@@ -27,8 +55,18 @@ func playerDamage():
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playerDeath.emit()
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else:
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##damage him
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playerHurt.emit(20)
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playerHurt.emit(player.health)
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func reset():
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gameSeconds = 0
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player.health = player.max_health
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coinsCollected = 0
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func timeOut():
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gameSeconds +=1
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if gameSeconds >= timers[currentLevel]:
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playerDeath.emit()
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tick.emit(timers[currentLevel] - gameSeconds)
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func sendOptions():
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playerOptions.emit(gotKey)
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@@ -3,31 +3,55 @@ extends Node
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var bulletsFiredTotal := 0
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var bulletsMadeTotal := 0
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var bulletArray:Array = []
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var timer:= Timer.new()
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@onready var coins: Node = $"../Coins"
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@onready var bad_guys: Node = $"../BadGuys"
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@onready var player: CharacterBody2D = $"../CharacterBody2D"
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@onready var ui: Control = $"../CanvasLayer/Control"
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@onready var key_trigger: Area2D = $"../KeyTrigger"
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var bullet = preload("res://scenes/bullet.tscn")
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func _ready() -> void:
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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", GameController.timeOut)
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timer.start()
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var totalCoins = 0
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var totalEnemies = 0
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### coins loop
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for n in coins.get_children():
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print("coin found")
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totalCoins +=1
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n.coinCollected.connect(GameController.coinCollected)
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### enemies loop
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for n in bad_guys.get_children():
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print("enemy found")
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totalEnemies +=1
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n.playerDamage.connect(GameController.playerDamage)
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### wire up GameController signals to Player
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GameController.playerHurt.connect(hurtPlayer)
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GameController.playerHurt.connect(ui.healthUpdate)
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GameController.playerDeath.connect(killPlayer)
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GameController.levelComplete.connect(changeLevel)
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GameController.tick.connect(ui.timerUpdate)
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GameController.playerOptions.connect(showKey)
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player.playerDead.connect(deadPlayer)
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key_trigger.keyCollect.connect(GameController.keyCollected)
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key_trigger.keyCollect.connect(player.keyCollected)
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player.playerDead.connect(deadPlayer)
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GameController.coinsUpdate.connect(ui.coinsUpdate)
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GameController.setTotalCoins(totalCoins)
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GameController.sendOptions()
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func bulletFactory():
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print("Make a bullet at the factory")
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@@ -57,8 +81,18 @@ func hurtPlayer(amt):
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func killPlayer():
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player.killPlayer()
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func deadPlayer():
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GameController.reset()
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get_tree().reload_current_scene()
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func showKey(key):
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if key == true:
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player.keyCollected()
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else:
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player.keyDrop()
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func changeLevel(level):
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print("Scene manager should change level")
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GameController.reset()
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get_tree().change_scene_to_file(level)
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@@ -0,0 +1,20 @@
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extends Area2D
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signal keyCollect
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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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pass # Replace with function body.
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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_body_entered(body: Node2D) -> void:
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print("Triggered!")
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if body.is_in_group("player"):
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print("player entered area")
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keyCollect.emit()
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@@ -0,0 +1,20 @@
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extends Control
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@onready var health: Label = $VBoxContainer/HBoxContainer/MarginContainer/Health
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@onready var coins: Label = $VBoxContainer/HBoxContainer/MarginContainer2/Coins
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@onready var timer: Label = $VBoxContainer/HBoxContainer/MarginContainer3/Timer
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var tempCoinCount
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var tempCoinTotal
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func timerUpdate(amt):
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timer.text = str(timer) + " s"
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func healthUpdate(amt):
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health.text=("Health: "+str(amt) )
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func coinsUpdate(amt, total):
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tempCoinCount = amt
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tempCoinTotal = total
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if coins:
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coins.text = ("Coins: "+str(amt)+" / "+str(total) )
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func _ready() -> void:
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coins.text="Coins: "+str(tempCoinCount)+" / "+str(tempCoinTotal)
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