95 lines
2.6 KiB
GDScript
95 lines
2.6 KiB
GDScript
class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var crates: Node2D = $"../Crates"
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@onready var level: Node2D = $"../Level"
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@onready var game: GameController = $".."
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#preloads for dynamic instantiation
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var bullet = preload("res://scenes/bullet.tscn")
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#array to keep track of bullets
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var bulletArray:Array[Bullet] = []
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#total number of bullets allowed to exist
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var totalAllowedBullets:int = 7
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel()->void:
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print("building level")
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updateCrates()
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updateTriggers()
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#wire up signals from GameController
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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func updateTriggers()->void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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func updateCrates()->void:
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#check that there is a crates node
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if crates:
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var totalCrates = 0
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updateCrates):
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obj.tree_exited.connect(updateCrates)
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totalCrates +=1
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game.crateUpdate(totalCrates)
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func destroy(body)->void:
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if body is Bullet:
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bulletStash(body)
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return
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body.queue_free()
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func teleport(body)->void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition = Vector2(random_x,random_y)
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body.teleport_to(newPosition)
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func loadLevel(level:String)->void:
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get_tree().call_deferred("change_scene_to_file", level)
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func bulletStash(bullet:Bullet)->void:
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var stashPosition:Vector2 = Vector2(-100,-100)
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bullet.position = stashPosition
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bullet.setSpeed(0)
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bullet.set_process(false)
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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if bulletArray.size() <= totalAllowedBullets:
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#make a new bullet
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myBullet = bullet.instantiate()
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#connect to the game controller
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if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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game.add_child(myBullet)
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else:
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myBullet = bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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func makeBullet(targetPosition, speed)->void:
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = targetPosition
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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