JulyGame/scripts/scene_manager.gd

106 lines
3.0 KiB
GDScript

class_name SceneManager extends Node2D
var bulletArray =[]
var totalAllowedBullets = 7
var bullet = preload("res://scenes/bullet.tscn")
var slime=preload("res://scenes/slime.tscn")
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../coins"
@onready var enemies: Node2D = $"../enemies"
@onready var player: Player = $"../Player"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var loadObject = Gamecontroller.reset()
print("LOAD OBJECT:::::")
print(loadObject)
loadSceneInfo(loadObject)
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)
Gamecontroller.playerDamageSignal.connect(player.handle_damage)
Gamecontroller.playerDeathSignal.connect(player.handle_death)
player.playerDeathCompleteSignal.connect(Gamecontroller.deathComplete)
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)
Gamecontroller.addEnemyToLevel(obj)
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)
func loadSceneInfo(loadObject)->void:
print("make the scene")
if loadObject.size()<1:
print("bailing out")
return
#remove current bad guys
if enemies:
for obj in enemies.get_children():
if obj is Slime:
obj.queue_free()
#build and place save game badguys
var enemiesList = loadObject["enemies"]
for key in enemiesList:
print(enemiesList[key])
# create a slime
var badguy = slime.instantiate()
enemies.add_child(badguy)
badguy.global_position = enemiesList[key]["global_position"]