extends Node2D # hold control and drag + drop @onready var crates: Node2D = $"../Crates" @onready var player: Player = $"../Player" @onready var coins: Node2D = $"../Coins" @onready var enemies: Node2D = $"../Enemies" var bullet = preload("res://Scenes/bullet.tscn") var bulletArray:Array[Bullet] = [] var totalAllowedBullets:int = 7 var coin # Called when the node enters the scene tree for the first time. func _ready() -> void: Gamecontroller.reset() player.pushSignal.connect(pushTarget) player.shootSignal.connect(makeBullet) player.deathAnimationCompleteSignal.connect(Gamecontroller.levelChange) #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) 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() updateCoins() updateEnemies() 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 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) 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) 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() 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) else: # gets oldest one - pop_back 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) myBullet.set_process(true)