Solo_Week4_June2026Game/Scripts/scene_manager.gd

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extends Node2D
# hold control and drag + drop
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@onready var crates: Node2D = $"../Crates"
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@onready var player: Player = $"../Player"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
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var bullet = preload("res://Scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
var coin
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
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player.pushSignal.connect(pushTarget)
player.shootSignal.connect(makeBullet)
player.deathAnimationCompleteSignal.connect(Gamecontroller.levelChange)
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#signals from the GameController
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.playerHurtSignal.connect(player.hurt)
Gamecontroller.playerDeadSignal.connect(player.kill)
#signals from pickups
#coin.coinCollectedSignal.connect(Gamecontroller.coinCollected)
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buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
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func buildLevel() -> void:
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#tell GC how many crates...
updateCrates()
updateCoins()
updateEnemies()
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func updateCrates()->void:
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var totalCrates = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
Gamecontroller.crateTotal(totalCrates)
func updateCoins()->void:
var totalCoins = 0
if coins:
print("updateCoins called")
for obj in coins.get_children():
if obj is Coin:
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
totalCoins +=1
Gamecontroller.coinTotal(totalCoins)
func updateEnemies()->void:
var totalEnemies = 0
if enemies:
for obj in enemies.get_children():
if obj is Slime:
Gamecontroller.addEnemyToLevel(obj)
obj.slimeDamageSignal.connect(Gamecontroller.slimeAttack)
totalEnemies += 1
Gamecontroller.totalEnemies(totalEnemies)
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func pushTarget(body,pushDirection)->void:
if body is RigidBody2D:
body.apply_central_impulse(pushDirection)
func stashBullet(bullet:Bullet)->void:
# hide bullet
var stashPosition:Vector2 = Vector2(-100,-100)
bullet.position = stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
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func destroy(body)->void:
match body:
var bod when bod is Bullet:
stashBullet(body)
var bod when bod is Crate:
body.queue_free()
_:
body.queue_free()
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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(Gamecontroller.bulletDamage):
myBullet.bulletHitSignal.connect(Gamecontroller.bulletDamage)
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else:
# gets oldest one - pop_back
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myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
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func makeBullet(spawnPosition, speed)->void:
print("make bullet")
var myBullet:Bullet = bulletFactory()
myBullet.transform = spawnPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)