GodotGame/scripts/gamecontroller.gd

60 lines
1.7 KiB
GDScript

extends Node
#preloading crate and marker for box trap
var myBox = preload("res://scenes/crate.tscn")
@onready var box_trap = $"../BoxTrap"
@onready var timer = $Timer
@onready var player = $"../CharacterBody2D"
@onready var coins = $"../Coins"
@onready var enemies = $"../Enemies"
@onready var ui = $"../CanvasLayer/UI"
# Called when the node enters the scene tree for the first time.
func _ready():
GameManager.resetPlayer()
ui.coinsUpdate(GameManager.coinCollectedTotal)
ui.healthUpdate(GameManager.player.health)
#the above might not always work, and might return an error due to loading orders;
#if that happens, uncomment the initialization versions in the ui script itself
for n in coins.get_children():
if n is Coin:
#wire up our listener
n.coinCollected.connect(_on_coin_coin_collected)
for n in enemies.get_children():
if n is BadGuy:
n.playerDamage.connect(playerDamage)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if GameManager.player.health <= 0 and player.living:
player.die()
func _on_area_2d_areatrigger(effect, body):
print("Game Controller sees the trigger " + effect)
match effect:
"alert":
#do stuff
print("hi")
if body.is_in_group("player"):
for n in 3:
var box = myBox.instantiate()
owner.add_child(box)
box.transform = box_trap.transform
func resetWorld():
get_tree().reload_current_scene()
func _on_coin_coin_collected():
GameManager.coinCollected()
ui.coinsUpdate(GameManager.coinCollectedTotal)
func playerDamage():
if player.living:
GameManager.playerDamage()
ui.healthUpdate(GameManager.player.health)
func _on_death_complete():
#this is where we start the timer that will, in turn, reset the world
timer.start(0.5)