AugGodotGameCourse/augustgamecourse/scripts/scene_manager.gd
2024-10-07 20:56:53 -04:00

96 lines
2.7 KiB
GDScript

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"
@onready var coins: Node = $"../coins"
@onready var enemies: Node = $"../enemies"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
@onready var timer: Timer = $Timer
@onready var ui: Control = $"../CanvasLayer/Control"
# 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() ) )
for n in coins.get_children():
#hook up the coinCollected signal
print("coin found")
n.coinCollected.connect(GameController.coinCollected)
# Enemy routine
for n in enemies.get_children():
if n is Enemy:
#wire up the signal
n.playerDamage.connect(GameController.playerDamage)
#GameController signals
GameController.playerDeath.connect(killPlayer)
GameController.coinsUpdate.connect(ui.coinsUpdate)
GameController.playerHealth.connect(ui.healthUpdate)
GameController.playerHealth.connect(player.hurtPlayer)
#Player signals
player.playerDead.connect(playerDead)
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
myBullet.visible = true
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
myBullet.hit.connect(bulletHit)
func bulletHit(bullet, body):
print("bullet hit a target")
body.queue_free()
bullet.setSpeed(0)
bullet.visible = false
func spendBullet():
#place a spent bullet back in the pool
pass
func crateFactory():
var myCrate = crate.instantiate()
myCrate.add_to_group("pushables")
return myCrate
func killPlayer():
# tell player to die - starts death animation
player.killPlayer()
func resetWorld():
print("screne manager resetting world")
GameController.resetPlayer()
get_tree().reload_current_scene()
func playerDead():
if timer.is_stopped():
timer.start(1)