class_name SceneManager extends Node2D @onready var triggers: Node2D = $"../Triggers" @onready var crates: Node2D = $"../Crates" @onready var level: Node2D = $"../Level" @onready var game: GameController = $".." 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: buildLevel() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func buildLevel()->void: print("building level") updateCrates() updateTriggers() #wire up signals from GameController game.destroySignal.connect(destroy) game.teleportSignal.connect(teleport) game.levelChangeSignal.connect(loadLevel) func updateTriggers()->void: if triggers: 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) func updateCrates()->void: #check that there is a crates node if crates: 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.crateUpdate(totalCrates) func destroy(body)->void: if body is Bullet: stashBullet(body) return body.queue_free() func teleport(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 loadLevel(level:String)->void: get_tree().call_deferred("change_scene_to_file", level) func stashBullet(bullet:Bullet)->void: var stashPosition:Vector2 = Vector2(-100,100) bullet.position = stashPosition bullet.setSpeed(0) bullet.set_process(false) 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) game.add_child(myBullet) else: myBullet = bulletArray.pop_back() bulletArray.push_front(myBullet) return myBullet func makeBullet(targetPosition, speed)->void: print("Make a bullet!") print("bullets created: "+str( bulletArray.size() )) var myBullet:Bullet = bulletFactory() myBullet.transform = targetPosition myBullet.setSpeed(speed) myBullet.set_process(true)