2025-08-12 01:04:36 +00:00
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class_name SceneManager extends Node2D
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var bulletArray =[]
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var totalAllowedBullets = 7
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var bullet = preload("res://scenes/bullet.tscn")
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2025-08-19 01:07:59 +00:00
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@onready var triggers: Node2D = $"../triggers"
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2025-08-26 01:09:19 +00:00
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@onready var coins: Node2D = $"../coins"
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2025-09-09 00:54:50 +00:00
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@onready var enemies: Node2D = $"../enemies"
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2025-08-12 01:04:36 +00:00
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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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2025-09-09 00:54:50 +00:00
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Gamecontroller.reset()
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2025-08-19 01:07:59 +00:00
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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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2025-09-09 00:54:50 +00:00
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obj.areaTriggerSignal.connect(Gamecontroller._on_trigger)
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2025-08-26 01:09:19 +00:00
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if coins:
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2025-09-09 00:54:50 +00:00
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updateCoins()
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if enemies:
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updateEnemies()
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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2025-08-12 01:04:36 +00:00
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2025-09-09 00:54:50 +00:00
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func updateEnemies():
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for obj in enemies.get_children():
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if obj is Slime:
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if not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked):
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obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
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func updateCoins():
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var coinCount = 0
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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.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
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obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
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#connect tree exit
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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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coinCount +=1
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Gamecontroller.totalCoinCount(coinCount)
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2025-08-12 01:04:36 +00:00
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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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# makes and recycles bullets
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func bulletFactory():
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var myBullet:Bullet
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if bulletArray.size() < totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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2025-09-09 00:54:50 +00:00
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myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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2025-08-12 01:04:36 +00:00
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owner.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(position, speed):
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var someBullet = bulletFactory()
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someBullet.setSpeed(speed)
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# postition the bullet
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someBullet.transform = position
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2025-09-09 00:54:50 +00:00
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func destroy(body):
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body.queue_free()
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func changeScene(level):
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get_tree().call_deferred("change_scene_to_file", level)
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