forked from OddlyTimbot/Sept26Game
132 lines
3.9 KiB
GDScript
132 lines
3.9 KiB
GDScript
class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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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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@onready var enemies: Node2D = $"../Enemies"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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var totalAllowedBullets:int =7
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#collection
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var bulletArray:Array[Bullet] = []
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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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Gamecontroller.reset()
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buildLevel()
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Gamecontroller.teleportSignal.connect(teleport)
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.damageSignal.connect(damage)
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player.bulletSignal.connect(makeBullet)
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player.deathCompleteSignal.connect(Gamecontroller.levelChange)
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updateCrates()
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updateCoins()
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updateEnemies()
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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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Gamecontroller.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(Gamecontroller.coinCollected):
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obj.coinCollisionSignal.connect(Gamecontroller.coinCollected)
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totalCoins +=1
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Gamecontroller.coinTotal(totalCoins)
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func updateEnemies()->void:
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if enemies:
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for obj in enemies.get_children():
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var enemy = obj as Slime
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if enemy:
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Gamecontroller.addEnemyToLevel(enemy)
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if not enemy.enemyAttackSignal.is_connected(Gamecontroller.slimeAttack):
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enemy.enemyAttackSignal.connect(Gamecontroller.slimeAttack)
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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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if obj is Trigger:
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if not obj.areaTriggered.is_connected(Gamecontroller._on_trigger):
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obj.areaTriggered.connect(Gamecontroller._on_trigger)
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func teleport(body, _bodyposition=null)->void:
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if body is Crate:
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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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#order desk (for bullets)
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func makeBullet(pos, speed)->void:
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#ask for a bullet from....the factory
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print("make a bullet")
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = pos
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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#how many bullets have been created?
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if bulletArray.size() <= totalAllowedBullets:
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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#wire up a signal to the game controller
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if not myBullet.bulletDamageSignal.is_connected(Gamecontroller._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(Gamecontroller._on_bullet_hit)
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else:
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#recycle bullet
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myBullet = bulletArray.pop_back()
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#put the bullet in my collection
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bulletArray.push_front(myBullet)
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return myBullet
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func destroy(target)->void:
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if target is Bullet:
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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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if target is Slime:
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target.queue_free()
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if target is Player:
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target.kill()
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func damage(target)->void:
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if target is Slime:
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target.takeDamage()
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if target is Player:
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target.takeDamage()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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#hide the bullet off-screen
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var stashPosition:Vector2 = Vector2(-100,-100)
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target.position = stashPosition
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target.setSpeed(0)
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target.set_process(false)
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