57 lines
1.4 KiB
GDScript
57 lines
1.4 KiB
GDScript
extends Node
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@onready var gameController: GameController = $".."
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@onready var crates: Node2D = $"../crates"
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@onready var triggers: Node2D = $"../Triggers"
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var bulletsFiredTotal = 0
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var bulletsMadeTotal = 0
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var bulletArray = []
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var bullet = preload("res://scenes/bullet.tscn")
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# Bullet factor - makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size()<4:
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print("new bullet at factory")
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mybullet = bullet.instantiate()
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mybullet.connect("hit", bulletHit)
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else:
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mybullet = bulletArray.pop_back()
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print("recycled bullet")
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bulletArray.push_front(mybullet)
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return mybullet
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# Order desk for bullets
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func makeBullet(position,speed):
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print("make a bullet")
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var newBullet = bulletFactory()
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owner.add_child(newBullet)
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newBullet.setSpeed(speed)
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newBullet.transform = position
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func bulletHit(bullet, body):
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print("tell game controller we hit something")
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gameController.bulletHit(body)
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bullet.setSpeed(0)
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bullet.position = Vector2(-100,-100)
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func destroy(body):
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body.queue_free()
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func buildLevel():
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#how many crates?
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var totalCrates = 0
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for obj in crates.get_children():
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if obj is Crate:
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totalCrates +=1
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gameController.numberofCrates(totalCrates)
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#wire up the triggers
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for obj in triggers.get_children():
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if obj is Trigger:
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#wire out to GC
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obj.areatrigger.connect(gameController._on_trigger_areatrigger)
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func _ready() -> void:
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buildLevel()
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