AprilGodotGame/scripts/scene_manager.gd

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GDScript3
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extends Node
@onready var crates: Node2D = $"../Crates"
@onready var triggers: Node2D = $"../Triggers"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../CharacterBody2D"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray = []
var totalAllowedBullets = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel() -> void:
# Reset controller timer
Gamecontroller.reset()
# tell the game controller
Gamecontroller.numberOfCrates(countCrates())
# Wire up signals
Gamecontroller.levelCompleteSignal.connect(loadLevel)
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.playerDamage.connect(player._player_damage)
Gamecontroller.playerDeath.connect(player._player_death)
# player connection
player.deathComplete.connect(Gamecontroller.death)
# Connect trigger signals
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
obj.triggerFired.connect(Gamecontroller._on_trigger_fired)
# Connect coin signals
if coins:
for obj in coins.get_children():
if obj is Coin:
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
# Connect enemy signals
if enemies:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller._on_player_damage)
func countCrates()->int:
# count crates
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
totalCrates += 1
return totalCrates
func bulletFactory():
var mybullet
if bulletArray.size() < totalAllowedBullets:
#new bullet
mybullet = bullet.instantiate()
mybullet.connect("bulletHit", Gamecontroller.bulletDamage)
owner.add_child(mybullet)
else:
#recycled bullet
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
return mybullet
func makeBullet(position, speed):
print("Scene manager make bullet")
var mybullet = bulletFactory()
mybullet.setSpeed(speed)
mybullet.transform = position
func loadLevel(level):
get_tree().call_deferred("change_scene_to_file", level)
func destroy(body):
if body is Crate:
Gamecontroller.numberOfCrates(countCrates()-1)
body.queue_free()