Files

132 lines
3.9 KiB
GDScript

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)