extends Node2D @onready var game: GameController = $".." @onready var crates: Node2D = $"../Crates" @onready var player: Player = $"../Player" @onready var coin: Coin = $"../Coins/Coin" @onready var coins: Node2D = $"../Coins" @onready var enemies: Node2D = $"../Enemies" var bullet = preload("res://scenes/bullet.tscn") var rocket = preload("res://scenes/rocket.tscn") var bulletArray:Array[Bullet] = [] var totalAllowedBullets:int = 7 var rocketDict:Dictionary = {} var totalAllowedRockets:int = 3 # Called when the node enters the scene tree for the first time. func _ready() -> void: #signals from the view player.pushSignal.connect(pushTarget) player.shootSignal.connect(makeBullet) player.fireSignal.connect(makeRocket) player.deathAnimationCompleteSignal.connect(game.loadLevel) #signals from the GameController game.destroySignal.connect(destroy) game.fanTriggerSignal.connect(pushTarget) game.teleportTriggerSignal.connect(teleportTarget) game.playerDamagedSignal.connect(player.hurt) game.playerDeathSignal.connect(player.kill) #signals from pickups coin.coinCollectedSignal.connect(game.coinCollected) buildLevel() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel()->void: #tell GC how many crates... updateCrates() updateCoins() updateEnemies() func updateEnemies()->void: if enemies: for obj in enemies.get_children(): if obj is Slime: game.addEnemyToLevel(obj) #hook up to game controller if not obj.slimeDamageSignal.is_connected(game._on_slime_damage): obj.slimeDamageSignal.connect(game._on_slime_damage) func updateCrates()->void: var totalCrates = 0 if crates: for obj in crates.get_children(): if obj is Crate: if not obj.tree_exited.is_connected(updateCrates): obj.tree_exited.connect(updateCrates) totalCrates +=1 game.crateTotal(totalCrates) #any time a coin exits tree, game controller is updated func updateCoins()->void: var totalCoins = 0 if coins: for obj in coins.get_children(): if obj is Coin: if not obj.coinCollectedSignal.is_connected(game.coinCollected): obj.coinCollectedSignal.connect(game.coinCollected) if not obj.tree_exited.is_connected(updateCoins): obj.tree_exited.connect(updateCoins) totalCoins +=1 game.coinTotal(totalCoins) func pushTarget(body,pushDirection)->void: if body is RigidBody2D: body.apply_central_impulse(pushDirection) func stashBullet(bullet:Bullet)->void: #hide the bullet var stashPosition:Vector2 = Vector2(-100,-100) bullet.position = stashPosition bullet.setSpeed(0) bullet.set_process(false) func destroy(body)->void: match body: var bod when bod is Bullet: stashBullet(body) var bod when bod is Crate: body.queue_free() _: body.queue_free() func teleportTarget(body)->void: 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) func bulletFactory()->Bullet: var myBullet:Bullet #how many bullets have been produced? if bulletArray.size() <= totalAllowedBullets: #make a new bullet myBullet = bullet.instantiate() add_sibling(myBullet) if not myBullet.bulletHitSignal.is_connected(game.bulletDamage): myBullet.bulletHitSignal.connect(game.bulletDamage) else: myBullet = bulletArray.pop_back() bulletArray.push_front(myBullet) return myBullet func makeBullet(spawnPosition, speed)->void: print("make bullet") var myBullet:Bullet = bulletFactory() myBullet.transform = spawnPosition myBullet.setSpeed(speed) myBullet.set_process(true) func rocketFactory()->Rocket: var myRocket:Rocket myRocket = rocket.instantiate() add_sibling(myRocket) var rocketStat={ "damage": 10 } rocketDict[myRocket]=rocketStat return myRocket func makeRocket(spawnPosition, direction, speed)->void: print("make a rocket") var myRocket:Rocket = rocketFactory() myRocket.splodeSignal.connect(destroy) myRocket.impactSignal.connect(game.rocketDamage) myRocket.transform = spawnPosition pushTarget(myRocket,direction*speed)