JulyGame/scripts/scene_manager.gd

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GDScript3
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class_name SceneManager extends Node2D
var bulletArray =[]
var totalAllowedBullets = 7
var bullet = preload("res://scenes/bullet.tscn")
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
@onready var enemies: Node2D = $"../enemies"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
obj.areaTriggerSignal.connect(Gamecontroller._on_trigger)
if coins:
updateCoins()
if enemies:
updateEnemies()
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.levelChangeSignal.connect(changeScene)
func updateEnemies():
for obj in enemies.get_children():
if obj is Slime:
if not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked):
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
func updateCoins():
var coinCount = 0
for obj in coins.get_children():
if obj is Coin:
if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
#connect tree exit
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
coinCount +=1
Gamecontroller.totalCoinCount(coinCount)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
# makes and recycles bullets
func bulletFactory():
var myBullet:Bullet
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
myBullet = bullet.instantiate()
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(position, speed):
var someBullet = bulletFactory()
someBullet.setSpeed(speed)
# postition the bullet
someBullet.transform = position
func destroy(body):
body.queue_free()
func changeScene(level):
get_tree().call_deferred("change_scene_to_file", level)