ed-april-game/scripts/scene_manager.gd

55 lines
1.5 KiB
GDScript

class_name SceneManager extends Node2D
@onready var crates: Node2D = $"../crates"
var grenade = preload("res://scenes/grenade.tscn")
@onready var enemies = $"../Enemies"
@onready var player = $"../player"
func _ready() -> void:
print("scene manager is ready")
GameController.destroy.connect(destroy)
GameController.level_change_signal.connect(change_scene)
build_level()
func _process(delta: float) -> void:
pass
func build_level() -> void:
update_crates()
if enemies:
update_enemies()
if player:
GameController.player = player
func update_enemies():
for enemy in enemies.get_children():
if not enemy.slime_damage.is_connected(GameController._on_slime_damage):
enemy.slime_damage.connect(GameController._on_slime_damage)
enemy.slime_struck.connect(GameController._on_slime_struck)
GameController.add_enemy(enemy)
func change_scene(level):
print("changing scene to ", level)
get_tree().call_deferred("change_scene_to_file", level)
func make_grenade(grenade_pos: Transform2D, grenade_dir: int) -> void:
print("scene manager making grenade")
var g:Grenade = grenade.instantiate()
g.transform = grenade_pos
owner.add_child(g)
g.apply_central_impulse(Vector2(grenade_dir, 1)*400)
func update_crates() -> void:
var crate_total:int = 0
if crates:
for obj in crates.get_children():
if obj is BrownBox:
if not obj.tree_exited.is_connected(update_crates):
obj.tree_exited.connect(update_crates)
crate_total += 1
GameController.set_crate_num(crate_total)
func destroy(body):
if body is BrownBox:
body.queue_free()