aprilGame/scripts/scenemanager.gd
2026-05-11 15:59:05 -04:00

34 lines
971 B
GDScript

class_name SM extends Node2D
var grenade = preload("res://scene/grenade.tscn")
@onready var game: Node2D = $".."
@onready var cube_container: Node2D = $"../cube container"
func _ready() -> void:
print("hey it's working!")
game.destroySignal.connect(destroy)
buildLevel()
func buildLevel()->void:
updateCube()
func destroy(body)->void:
if body is Cube:
body.queue_free()
func updateCube()->void:
# make sure there are crates
var _CubeTotal:int= 0
if cube_container:
for obj in cube_container.get_children():
if obj is Cube:
if not obj.tree_exited.is_connected(updateCube):
obj.tree_exited.connect(updateCube)
_CubeTotal +=1
print ("Number of cubes: "+str(_CubeTotal))
func makeGrenade(_grenadeposition, _grenadedirection)->void:
print("grenade time")
var myGrenade:grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.transform = _grenadeposition
myGrenade.apply_central_impulse(Vector2(_grenadedirection, -1)*400)