forked from OddlyTimbot/Sept26Game
parallax background, pickups, slime enemies
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@@ -3,6 +3,8 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var player: Player = $"../Player"
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@onready var crates: Node2D = $"../Crates"
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@onready var coins: Node2D = $"../Coins"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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@@ -16,13 +18,38 @@ func _ready() -> void:
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game.teleportSignal.connect(teleport)
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game.destroySignal.connect(destroy)
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player.bulletSignal.connect(makeBullet)
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updateCrates()
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updateCoins()
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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 updateCrates()->void:
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var totalCrates = 0
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# loop through all crates
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for obj in crates.get_children():
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if obj is Crate:
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#check if the tree exit signal is wired up
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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# tell the gamecontroller how many crates
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game.crateTotal(totalCrates)
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func updateCoins()->void:
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var totalCoins = 0
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#loop through the coins
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for obj in coins.get_children():
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if obj is Coin:
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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if not obj.coinCollisionSignal.is_connected(game.coinCollected):
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obj.coinCollisionSignal.connect(game.coinCollected)
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totalCoins +=1
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game.coinTotal(totalCoins)
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func buildLevel()->void:
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if triggers:
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for obj in triggers.get_children():
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@@ -68,6 +95,8 @@ func destroy(target)->void:
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stash(target)
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if target is Crate:
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target.queue_free()
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if target is Coin:
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target.queue_free()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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