State machine, player anis, bullet pool and graphics

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ArunKirupananthan committed 2026-10-13 20:59:26 -04:00
1 parent 4e9a117b77
commit ea9d513ff8
16 files changed
+480 -18

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@@ -2,14 +2,22 @@ class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var game: GameController = $".."
@onready var bullet: Bullet = $"../Bullet"
@onready var player: Player = $"../Player"
#recipe for bullets
var bullet = preload("res://scenes/bullet.tscn")
var totalAllowedBullets:int =7
#collection
var bulletArray:Array[Bullet] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
game.teleportSignal.connect(teleport)
bullet.bulletDamageSignal.connect(game._on_bullet_hit)
game.destroySignal.connect(destroy)
player.bulletSignal.connect(makeBullet)
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -29,3 +37,39 @@ func teleport(body, _bodyposition=null)->void:
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x, random_y)
body.teleport_to(newPosition)
#order desk (For bullets)
func makeBullet(pos, speed)->void:
#ask for a bullet from...the factory
print("Make a bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = pos
myBullet.setSpeed(speed)
myBullet.set_process(true)
func bulletFactory()->Bullet:
var myBullet:Bullet
#how many bullets have been created?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
add_sibling(myBullet)
#wire up a signal to the GC
if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
else:
#recycle bulletxx
myBullet = bulletArray.pop_back()
#put the bullet in my collection
bulletArray.push_front(myBullet)
return myBullet
func destroy(target)->void:
if target is Bullet:
stash(target)
if target is Crate:
target.queue_free()
func stash(target:Bullet)->void:
print("Stash a bullet")
var stashPosition:Vector2 = Vector2(-100,-100)
target.position = stashPosition
target.setSpeed(0)
target.set_process(false)