2025-03-04 01:40:24 +00:00
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extends Node
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2025-03-11 01:05:25 +00:00
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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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2025-03-04 01:40:24 +00:00
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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 factory - makes bullets
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func bulletFactory():
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var mybullet
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if bulletArray.size() < 8:
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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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print("recycled bullet at factory")
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mybullet = bulletArray.pop_back()
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bulletArray.push_front(mybullet)
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return mybullet
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2025-03-11 01:05:25 +00:00
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2025-03-04 01:40:24 +00:00
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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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2025-03-11 01:05:25 +00:00
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2025-03-04 01:40:24 +00:00
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func bulletHit(bullet, body):
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print("tell the game controller a bullet hit smthn")
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2025-03-11 01:05:25 +00:00
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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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2025-03-04 01:40:24 +00:00
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2025-03-11 01:05:25 +00:00
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func destroy(body):
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body.queue_free()
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2025-03-04 01:40:24 +00:00
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2025-03-11 01:05:25 +00:00
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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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2025-03-04 01:40:24 +00:00
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2025-03-11 01:05:25 +00:00
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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 up to GC
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obj.areaTrigger.connect(gameController._on_trigger_area_trigger)
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2025-03-04 01:40:24 +00:00
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2025-03-11 01:05:25 +00:00
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func _ready() -> void:
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buildLevel()
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2025-03-04 01:40:24 +00:00
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