73 lines
1.8 KiB
GDScript3
73 lines
1.8 KiB
GDScript3
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var creates: Node2D = $"../Creates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#pass # Replace with function body.
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel() ->void:
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print("building level")
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updateCreates()
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updateTriggers()
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#wire up signals from GameCtroller
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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func updateCreates() ->void:
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#check that there is a create note
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if creates:
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var totalCreates = 0
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for obj in creates.get_children():
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if obj is Create:
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if not obj.tree_exited.is_connected(updateCreates):
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obj.tree_exited.connect(updateCreates)
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totalCreates +=1
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#print("Total Creates:"+ str(totalCreates))
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game.createUpdate(totalCreates)
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func destroy(body)->void:
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body.queue_free()
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func teleport(body) ->void:
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if body is Create:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0,viewport_size.x)
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var random_y = randf_range(0,viewport_size.y)
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var newPosition = Vector2(random_x,random_y)
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body.teleport_to(newPosition)
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func loadLevel(level:String)->void:
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print(level)
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get_tree().call_deferred("change_scene_to_file", level)
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func makeBullet(targetPosition, speed):
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print("Make a bullet!")
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