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main.gd
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extends Node
@export var coin_scene : PackedScene
@export var playtime = 30
var level = 1
var score = 0
var time_left = 0
var screensize = Vector2.ZERO
var playing = false
func _ready():
screensize = get_viewport().get_visible_rect().size
$Player.screensize = screensize
$Player.hide()
func _process(delta: float) -> void:
if playing and get_tree().get_nodes_in_group("coins").size() == 0:
level += 1
time_left += 5
spawn_coins()
func new_game():
playing = true
level = 1
score = 0
time_left = playtime
$Player.start()
$Player.show()
$GameTimer.start()
spawn_coins()
$HUD.update_score(score)
$HUD.update_timer(time_left)
func spawn_coins():
for i in level + 4:
var c = coin_scene.instantiate()
add_child(c)
c.screensize = screensize
c.position = Vector2(randi_range(0, screensize.x),
randi_range(0, screensize.y))
func _on_game_timer_timeout() -> void:
time_left -= 1
$HUD.update_timer(time_left)
if time_left <= 0:
game_over()
func _on_player_hurt():
game_over()
func _on_player_pickup():
score += 1
$HUD.update_score(score)
func game_over():
playing = false
$GameTimer.stop()
get_tree().call_group("coins", "queue_free")
$HUD.show_game_over()
$Player.die()
func _on_hud_start_game() -> void:
new_game()