Reset the coin count after player is defeated
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@@ -89,7 +89,6 @@ func _physics_process(delta):
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#what did we hit?
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if collider is Node:
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if collider.is_in_group("boxes"):
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print("This is a pushable box")
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pushRightEnabled = true
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pushTarget = collider
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else:
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@@ -3,7 +3,6 @@ class_name Coin extends Area2D
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signal coinCollected
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func _on_body_entered(body):
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print("somebody hit a coin")
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if body.is_in_group("player"):
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coinCollected.emit()
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queue_free()
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@@ -5,17 +5,17 @@ var coinsCollectedTotal: int = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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print("GameManager is loaded")
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player = load("res://scripts/resources/playerStats.tres")
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func coinCollected():
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coinsCollectedTotal += 1
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print("coins collected " + str(coinsCollectedTotal))
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func resetCoinCollectedCount():
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coinsCollectedTotal = 0
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func playerDamage():
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if player.currentHealth > 0:
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player.currentHealth -= 20
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print("player health is now " + str(player.currentHealth))
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func resetPlayer():
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player.currentHealth = player.maxHealth
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@@ -11,10 +11,10 @@ var myBox = preload("res://scenes/crate.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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GameManager.resetPlayer()
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GameManager.resetCoinCollectedCount()
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for n in coins.get_children():
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if n is Coin:
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#wire up our listener
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n.coinCollected.connect(_on_area_2d_coin_collected)
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for n in enemies.get_children():
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if n is Enemy:
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@@ -27,7 +27,6 @@ func _process(delta):
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timer.start()
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func _on_area_2d_areatrigger(effect, body):
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print("Game Controller sees the trigger " + effect)
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match effect:
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"alert":
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for n in 5:
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