state machine, player animations, bullet pool, some graphics
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+477
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@@ -2,13 +2,21 @@ class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var game: GameController = $".."
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@onready var bullet: Bullet = $"../Bullet"
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@onready var player: Player = $"../Player"
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#recipe for bullets
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var bullet = preload("res://scenes/bullet.tscn")
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var totalAllowedBullets:int =7
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#collection
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var bulletArray:Array[Bullet] = []
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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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game.teleportSignal.connect(teleport)
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bullet.bulletDamageSignal.connect(game._on_bullet_hit)
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game.destroySignal.connect(destroy)
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player.bulletSignal.connect(makeBullet)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -29,3 +37,42 @@ func teleport(body, _bodyposition=null)->void:
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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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#order desk (for bullets)
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func makeBullet(pos, speed)->void:
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#ask for a bullet from....the factory
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print("make a bullet")
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var myBullet:Bullet = bulletFactory()
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myBullet.transform = pos
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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func bulletFactory()->Bullet:
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var myBullet:Bullet
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#how many bullets have been created?
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if bulletArray.size() <= totalAllowedBullets:
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myBullet = bullet.instantiate()
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add_sibling(myBullet)
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#wire up a signal to the game controller
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if not myBullet.bulletDamageSignal.is_connected(game._on_bullet_hit):
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myBullet.bulletDamageSignal.connect(game._on_bullet_hit)
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else:
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#recycle bullet
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myBullet = bulletArray.pop_back()
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#put the bullet in my collection
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bulletArray.push_front(myBullet)
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return myBullet
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func destroy(target)->void:
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if target is Bullet:
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stash(target)
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if target is Crate:
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target.queue_free()
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func stash(target:Bullet)->void:
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print("stash a bullet")
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#hide the bullet off-screen
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var stashPosition:Vector2 = Vector2(-100,-100)
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target.position = stashPosition
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target.setSpeed(0)
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target.set_process(false)
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