June2026Game/scripts/scene_manager.gd

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GDScript3
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extends Node2D
@onready var game: Node2D = $".."
@onready var crates: Node2D = $"../Crates"
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@onready var player: CharacterBody2D = $"../Player"
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var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
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#wire up view
player.forcePushSignal.connect(push)
player.shootSignal.connect(makeBullet)
#wire up gamecontroller
game.destroySignal.connect(destroy)
game.levelChangeSignal.connect(changeScene)
game.fanUpSignal.connect(push)
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game.teleportSignal.connect(teleport)
buildLevel()
func buildLevel()->void:
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updateCrates()
func updateCrates()->void:
var _crateTotal:int = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
_crateTotal +=1
game.crateTotal(_crateTotal)
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#applies impulse to rigidbodies
func push(body, direction)->void:
body.apply_central_impulse(direction)
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func teleport(body, _bodyposition=null)->void:
print("teleport a body")
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(random_x,random_y)
body.teleport_to(newPosition)
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func destroy(body)->void:
body.queue_free()
func changeScene(level)->void:
get_tree().call_deferred("change_scene_to_file",level)
func bulletFactory()->Bullet :
var myBullet:Bullet
#how many bullets have been made?
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
myBullet.bulletDamageSignal.connect(game.bulletDamage)
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition:Transform2D, speed:int)->void:
var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)