extends Node2D # hold control and drag + drop @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 totalAllowedBullets:int = 7 # Called when the node enters the scene tree for the first time. func _ready() -> void: player.pushSignal.connect(pushTarget) player.shootSignal.connect(makeBullet) #signals from the GameController game.destroySignal.connect(destroy) buildLevel() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel() -> void: #tell GC how many crates... 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 bulletFactory()->Bullet: var myBullet:Bullet #how many bullets have been produced? if bulletArray.size() <= totalAllowedBullets: #make a new bullet 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)