FebGame/febfabgame/Scripts/scene_manager.gd

97 lines
2.5 KiB
GDScript

extends Node
#@onready var gameController: GameController = $".."
@onready var crates: Node2D = $"../Crates"
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
@onready var badguys: Node2D = $"../badguys"
@onready var player: Player = $"../CharacterBody2D"
var bulletsFiredTotal = 0
var bulletsMadeTotal = 0
var bulletArray= []
var bullet = preload("res://Scenes/bullet.tscn")
# bullet factory - makes bullets
func bulletFactory():
var mybullet
if bulletArray.size() < 8:
print("new bullet at factory")
mybullet = bullet.instantiate()
mybullet.connect("hit", bulletHit)
else:
print("recycled bullet at factory")
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
return mybullet
# order desk for bullets
func makeBullet(position, speed):
print("make a bullet")
var newBullet = bulletFactory()
owner.add_child(newBullet)
newBullet.setSpeed(speed)
newBullet.transform = position
func bulletHit(bullet, body):
print("tell the game controller a bullet hit smthn")
#gameController.bulletHit(body)
Gamecontroller.bulletHit(body)
bullet.setSpeed(0)
bullet.position = Vector2(-100,-100)
func destroy(body):
body.queue_free()
func buildLevel():
#how many crates?
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
totalCrates +=1
#gameController.numberOfCrates(totalCrates)
Gamecontroller.numberOfCrates(totalCrates)
#how many coints?
var totalCoins =0
if coins:
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
Gamecontroller.numberOfCoins(totalCoins)
#how many bad guys
var totalBadguys =0
if badguys:
for obj in badguys.get_children():
if obj is Slime:
totalBadguys +=1
obj.playerDamagSignal.connect(Gamecontroller.playerDamage)
Gamecontroller.numberOfBadguys(totalBadguys)
#wire up the triggers
for obj in triggers.get_children():
if obj is Trigger:
#wire up to GC
#obj.areaTrigger.connect(gameController._on_trigger_area_trigger)
obj.areaTrigger.connect(Gamecontroller._on_trigger_area_trigger)
#Listen to gameController
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.LevelCompleteSignal.connect(loadLevel)
Gamecontroller.playerHurtSignal.connect(playerHurt)
func loadLevel(level):
get_tree().change_scene_to_file(level)
func _ready() -> void:
buildLevel()
Gamecontroller.reset()
func playerHurt(health):
player.hurtPlayer(health)