extends Node var crate = preload("res://scenes/crate.tscn") var bullet = preload("res://scenes/bullet.tscn") var bulletPool:Array = [] # crate stuff var cratePool:Array = [] @onready var box_trap_target: Node2D = $"../BoxTrapTarget" # Called when the node enters the scene tree for the first time. func _ready() -> void: #pool all the crates for obj in owner.get_children(): if obj.is_in_group("pushables"): cratePool.push_back(obj) print("Total crates on screen : "+str(cratePool.size() ) ) func boxTrap(): print("Trigger a box trap!") var myCrate = crateFactory() myCrate.transform = box_trap_target.transform owner.add_child(myCrate) func bulletFactory(): # makes bullets!! var myBullet print("total bullets in play : "+str(bulletPool.size() )) if bulletPool.size() > 3: myBullet = bulletPool.pop_front() else: myBullet = bullet.instantiate() owner.add_child(myBullet) #or....recycles bullets return myBullet func placeBullet(speed, markerpos): print("SceneManager: make a bullet") var myBullet = bulletFactory() bulletPool.push_back(myBullet) print("Total bullets in play: "+str(bulletPool.size() ) ) # set the speed of bullet myBullet.setSpeed(speed) # set the position of the bullet myBullet.transform = markerpos # make the bullet visible by adding it func crateFactory(): var myCrate = crate.instantiate() myCrate.add_to_group("pushables") return myCrate