NovemberGodotGame/novembergame/scripts/scene_manager.gd

62 lines
1.5 KiB
GDScript

extends Node
var bulletsFiredTotal :=0
var bulletsMadeTotal :=0
var bulletArray:Array = []
@onready var coins: Node = $"../coins"
@onready var enemies: Node = $"../enemies"
@onready var player: CharacterBody2D = $"../CharacterBody2D"
var bullet = preload("res://scenes/bullet.tscn")
func _ready() -> void:
### coins loop
for n in coins.get_children():
print("coin found")
n.coinCollected.connect(GameController.coinCollected)
### enemies loop
for n in enemies.get_children():
print("enemy found")
n.playerDamage.connect(GameController.playerDamage)
## wire up GameController signals to Player
GameController.playerHurt.connect(hurtPlayer)
GameController.playerDeath.connect(killPlayer)
player.playerDead.connect(deadPlayer)
func bulletFactory():
print("Make a bullet at the factory")
var mybullet
#how many bullets have been made
if bulletArray.size() < 4:
#make a new bullet
mybullet = bullet.instantiate()
mybullet.connect("hit", onBulletHit)
owner.add_child(mybullet)
else:
mybullet = bulletArray.pop_back()
bulletArray.push_front(mybullet)
bulletsMadeTotal += 1
return mybullet
func onBulletHit(bullet, body):
print("Scene Manager knows a bullet hit something")
bullet.setSpeed(0)
if body.is_in_group("shootable"):
print("explode this thing")
body.queue_free()
func hurtPlayer(amt):
player.hurtPlayer(amt)
func killPlayer():
player.killPlayer()
func deadPlayer():
GameController.reset()
get_tree().reload_current_scene()