week 2 preparation, scene manager

This commit is contained in:
OddlyTimbot committed 2026-03-09 16:48:04 -04:00
1 parent 76b6721c42
commit c9e8aaf6ef
8 files changed
+159 -41

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+13
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@@ -1 +1,14 @@
class_name Crate extends RigidBody2D
var teleport_target: Vector2 = Vector2.ZERO
var should_teleport: bool = false
func teleport_to(position: Vector2):
teleport_target = position
should_teleport = true
# called during physics processing, allowing you to safely read and modify the simulation state of a RigidBody2D
func _integrate_forces(state: PhysicsDirectBodyState2D):
if should_teleport:
state.transform = Transform2D.IDENTITY.translated(teleport_target)
should_teleport = false
+36 -9
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@@ -1,23 +1,50 @@
extends Node2D
class_name GameController extends Node2D
var crateTotal = 3
var crateTotal:int = 0
signal destroySignal(body)
signal teleportSignal(body)
signal levelChangeSignal(level)
var timer := Timer.new()
var timeAvailable := 10
var currentScene:String = "res://scenes/game.tscn"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
add_child(timer)
timer.wait_time = 1
timer.one_shot = false
timer.connect("timeout", secondCounter)
timer.start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_trigger(body: Variant, effect) -> void:
func secondCounter()->void:
timeAvailable -=1
if timeAvailable<=0:
print("You Lose Baby!!")
levelChangeSignal.emit(currentScene)
func _on_trigger(body: Variant, effect:String, trigger:Trigger) -> void:
print("GC knows trigger...."+effect)
if body is Crate:
match effect:
"destroy":
crateTotal -=1
if crateTotal <=0:
print("You WON!!!")
body.queue_free()
destroySignal.emit(body)
"teleport":
teleportSignal.emit(body)
if body is Player:
match effect:
"timeExtend":
timeAvailable +=5
destroySignal.emit(trigger)
func updateCrates(total:int)->void:
crateTotal = total
print("Crate total: "+str(crateTotal))
if crateTotal <=0:
print("You WON!!!")
levelChangeSignal.emit(currentScene)
+1 -1
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@@ -1,4 +1,4 @@
extends CharacterBody2D
class_name Player extends CharacterBody2D
const SPEED = 300.0
+61
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@@ -0,0 +1,61 @@
class_name SceneManager extends Node2D
@onready var level: Node2D = $"../Level"
@onready var crates: Node2D = $"../Crates"
@onready var triggers: Node2D = $"../Triggers"
@onready var game:GameController = $".."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
#Prepare the game controller with all
#needed information
if triggers:
updateTriggers()
if crates:
updateCrates()
#Listen to signals coming from game controller
#that have to do with updating the stage
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
#Finds all Triggers and wires signals to game controller
func updateTriggers()->void:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
#Finds all crates and wires number count to game controller
func updateCrates()->void:
var totalCrates =0
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.updateCrates(totalCrates)
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func destroy(body:Variant)->void:
body.queue_free()
func teleport(body:Variant)->void:
if body is Crate:
#send it
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)
+1
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@@ -0,0 +1 @@
uid://b8iyniv2mu5mi
+3 -3
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@@ -1,6 +1,6 @@
extends Area2D
class_name Trigger extends Area2D
signal AreaTrigger(body, effect)
signal AreaTrigger(body, effect, trigger)
@export var effect="destroy"
# Called when the node enters the scene tree for the first time.
@@ -15,4 +15,4 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node2D) -> void:
print("Trigger activated")
AreaTrigger.emit(body, effect)
AreaTrigger.emit(body, effect, self)