JuneGame/scripts/scene_manager.gd

71 lines
2.0 KiB
GDScript

extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray =[]
var totalAllowedBullets = 7
@onready var triggers: Node2D = $"../triggers"
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
@onready var player: Player = $"../Player"
func _ready() -> void:
Gamecontroller.reset()
for obj in triggers.get_children():
obj.areatrigger.connect(Gamecontroller._on_areatrigger)
if enemies:
for obj in enemies.get_children():
if obj is Slime:
obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
updateCoins()
Gamecontroller.destroySignal.connect(destroyItem)
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.playerTakeDamageSignal.connect(player.playerTakesDamage)
Gamecontroller.playerDiesSignal.connect(player.playerDies)
#call this any time the coins change
func updateCoins() -> void:
var coinCount = 0
for obj in coins.get_children():
#connect coin collected to game controller
if not obj.coinCollectedSignal.is_connected(Gamecontroller.coinCollected):
obj.coinCollectedSignal.connect(Gamecontroller.coinCollected)
#connect tree_exited signal for updates
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
coinCount +=1
#send the info to gamecontroller
Gamecontroller.totalCoinCount(coinCount)
#makes bullets
func bulletFactory():
var mybullet
if bulletArray.size() < totalAllowedBullets:
#make a new bullet
mybullet = bullet.instantiate()
owner.add_child(mybullet)
else:
#recycle bullet
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
return mybullet
#order desk
func makeBullet(position, speed):
print("Scenemanager orders a bullet")
#ask the factory for a bullet
var mybullet = bulletFactory()
#set the speed for the bullet
mybullet.setSpeed(speed)
#position the bullet
mybullet.transform = position
func destroyItem(body):
body.queue_free()
func changeScene(level):
get_tree().call_deferred("change_scene_to_file", level)