extends Node2D @onready var game: GameController = $".." @onready var crates: Node2D = $"../Crates" @onready var player: Player = $"../Player" var bullet = preload("res://scenes/bullet.tscn") var bulletArray:Array[Bullet] = [] var totalAllowedBullet:int = 7 # Called when the node enters the scene tree for the first time. func _ready() -> void: # signals from the view player.pushSignal.connect(pushTarget) player.shootSignal.connect(makeBullet) # signals from the game controller game.destroySignal.connect(destroy) game.fanTriggerSignal.connect(pushTarget) game.teleportTriggerSignal.connect(teleportTarget) buildLevel() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel() -> void: updateCrates() func updateCrates() -> void: var totalCrates = 0 if crates: for obj in crates.get_children(): if obj is Crate: if not obj.tree_exited.is_connected(updateCrates): obj.tree_exited.connect(updateCrates) totalCrates += 1 game.crateTotal(totalCrates) func pushTarget(body,pushDirection) -> void: if body is RigidBody2D: body.apply_central_impulse(pushDirection) func destroy(body) -> void: body.queue_free() func teleportTarget(body) -> void: if body is Crate: var viewport_size = get_viewport().get_visible_rect().size var random_x = randf_range(0,viewport_size.x) var random_y = randf_range(0,viewport_size.y) var newPosition = Vector2(random_x, random_y) body.teleport_to(newPosition) func bulletFactory() -> Bullet: var myBullet:Bullet if bulletArray.size() <= totalAllowedBullet: myBullet = bullet.instantiate() add_sibling(myBullet) if not myBullet.bulletHitSignal.is_connected(game.bulletDamage): myBullet.bulletHitSignal.connect(game.bulletDamage) else: myBullet = bulletArray.pop_back() bulletArray.push_front(myBullet) return myBullet func makeBullet(spawnPosition, speed) -> void: print("make bullet") var myBullet:Bullet = bulletFactory() myBullet.transform = spawnPosition myBullet.setSpeed(speed)