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55
Game.gd
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55
Game.gd
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extends Node2D
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onready var nav = $Navigation2D
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onready var gui = $CanvasLayer/GUI
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onready var player = $Navigation2D/TileMap/Player
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onready var sound_player = $SoundPlayer
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var enemies_remaining = 0
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func _ready():
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var nodes = get_tree().get_nodes_in_group("enemy")
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enemies_remaining = len(nodes)
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for node in nodes:
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node.set_nav(nav)
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node.connect("enemy_killed", self, "handle_enemy_killed")
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node.connect("enemy_damaged", self, "handle_enemy_damaged")
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var medpacks = get_tree().get_nodes_in_group("medpack")
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for node in medpacks:
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node.connect("medpack_taken", self, "handle_medpack_taken")
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var ammo = get_tree().get_nodes_in_group("ammo")
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for node in ammo:
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node.connect("ammo_taken", self, "handle_ammo_taken")
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gui.set_hp(player.hp)
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func handle_enemy_killed():
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enemies_remaining -= 1
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sound_player.play_enemy_killed1()
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if enemies_remaining <= 0:
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get_tree().paused = true
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gui.show_game_over()
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func handle_enemy_damaged():
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sound_player.play_enemy_hurt1()
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func handle_medpack_taken():
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sound_player.play_pickup_1()
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func handle_ammo_taken():
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sound_player.play_powerup_1()
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func _on_KinematicBody2D2_ammo_changed(ammo):
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gui.set_ammo(ammo)
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func _on_KinematicBody2D2_hp_changed(hp):
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gui.set_hp(hp)
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func _on_Player_player_dead():
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get_tree().paused = true
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gui.show_game_over()
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func _on_Player_shot_fired():
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sound_player.play_shoot_1()
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func _on_Player_player_hurt():
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sound_player.play_player_hurt1()
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