class_name SceneManager extends Node2D @onready var triggers: Node2D = $"../Triggers" @onready var player: Player = $"../Player" @onready var crates: Node2D = $"../Crates" @onready var coins: Node2D = $"../Coins" @onready var enemies: Node2D = $"../Enemies" #recipe for bullets var bullet = preload("res://scenes/bullet.tscn") var totalAllowedBullets:int =7 #collection var bulletArray:Array[Bullet] = [] # Called when the node enters the scene tree for the first time. func _ready() -> void: Gamecontroller.reset() buildLevel() Gamecontroller.teleportSignal.connect(teleport) Gamecontroller.destroySignal.connect(destroy) Gamecontroller.damageSignal.connect(damage) player.bulletSignal.connect(makeBullet) player.deathCompleteSignal.connect(Gamecontroller.levelChange) updateCrates() updateCoins() updateEnemies() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func updateCrates()->void: var totalCrates = 0 # loop through all crates for obj in crates.get_children(): if obj is Crate: #check if the tree exit signal is wired up if not obj.tree_exited.is_connected(updateCrates): obj.tree_exited.connect(updateCrates) totalCrates +=1 # tell the gamecontroller how many crates Gamecontroller.crateTotal(totalCrates) func updateCoins()->void: var totalCoins = 0 #loop through the coins for obj in coins.get_children(): if obj is Coin: if not obj.tree_exited.is_connected(updateCoins): obj.tree_exited.connect(updateCoins) if not obj.coinCollisionSignal.is_connected(Gamecontroller.coinCollected): obj.coinCollisionSignal.connect(Gamecontroller.coinCollected) totalCoins +=1 Gamecontroller.coinTotal(totalCoins) func updateEnemies()->void: if enemies: for obj in enemies.get_children(): var enemy = obj as Slime if enemy: Gamecontroller.addEnemyToLevel(enemy) if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack): enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack) func buildLevel()->void: if triggers: for obj in triggers.get_children(): if obj is Trigger: if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger): obj.areaTriggered.connect(Gamecontroller._on_trigger) func teleport(body, _bodyposition=null)->void: if body is Crate: var viewport_size = get_viewport().get_visible_rect().size var random_x = randf_range(0, viewport_size.x) var random_y = randf_range(0, viewport_size.y) var newPosition = Vector2(random_x, random_y) body.teleport_to(newPosition) #order desk (for bullets) func makeBullet(pos, speed)->void: #ask for a bullet from....the factory print("make a bullet") var myBullet:Bullet = bulletFactory() myBullet.transform = pos myBullet.setSpeed(speed) myBullet.set_process(true) func bulletFactory()->Bullet: var myBullet:Bullet #how many bullets have been created? if bulletArray.size() <= totalAllowedBullets: myBullet = bullet.instantiate() add_sibling(myBullet) #wire up a signal to the game controller if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit): myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit) else: #recycle bullet myBullet = bulletArray.pop_back() #put the bullet in my collection bulletArray.push_front(myBullet) return myBullet func destroy(target)->void: if target is Bullet: stash(target) if target is Crate: target.queue_free() if target is Coin: target.queue_free() if target is Slime: target.queue_free() if target is Player: target.kill() func damage(target)->void: if target is Slime: target.takeDamage() if target is Player: target.takeDamage() func stash(target:Bullet)->void: print("stash a bullet") #hide the bullet off-screen var stashPosition:Vector2 = Vector2(-100,-100) target.position = stashPosition target.setSpeed(0) target.set_process(false)