class_name SceneManager extends Node2D @onready var triggers: Node2D = $"../Triggers" @onready var game: GameController = $".." #@onready var bullet: Bullet = $"../Bullet" @onready var player: Player = $"../Player" 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: buildLevel() game.teleportSignal.connect(teleport) game.destroySignal.connect(destroy) player.bulletSignal.connect(makeBullet) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel() -> void: if triggers: for obj in triggers.get_children(): if obj is Trigger: if not obj.areaTriggered.is_connected(game._on_trigger): obj.areaTriggered.connect(game._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) #have to wire up signal after if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit): myBullet.bulletDamageSignal.connect(game._on_bullet_hit) else: #recycle bullet print("recycling!") 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() func stash(target:Bullet)-> void: print("stash a bullet") #hide the bullet off-screen var stashPosition:Vector2 = Vector2(10,10) target.position = stashPosition target.setSpeed(0) target.set_process(false)