SeptemberGame/scripts/scene_manager.gd

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GDScript3
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class_name SceneManager extends Node2D
var bullet = preload("res://scenes/bullet.tscn")
@onready var coins: Node2D = $"../Coins"
@onready var enemies: Node2D = $"../Enemies"
var bulletArray = []
var totalAllowedBullets = 7
var grenade = preload("res://scenes/grenade.tscn")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
buildLevel()
func buildLevel() -> void:
# hook up coins
if coins:
updateCoins()
if enemies:
updateEnemies()
# wire up signals from GameController
Gamecontroller.levelChangeSignal.connect(changeScene)
Gamecontroller.destroySignal.connect(destroy)
func updateEnemies() -> void:
var totalEnemies = 0
for obj in enemies.get_children():
if obj is Slime:
totalEnemies += 1
# hook up a listener at the game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
Gamecontroller.addEnemyToLevel(obj)
Gamecontroller.totalEnemies(totalEnemies)
func updateCoins() -> void:
var totalCoins = 0
for obj in coins.get_children():
if obj is Coin:
totalCoins += 1
# hook up a listener at the game controller
if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
# tell GC how many coins total
Gamecontroller.totalCoins(totalCoins)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func bulletFactory()->Bullet:
var myBullet:Bullet
if bulletArray.size() < totalAllowedBullets:
# make a new bullet
myBullet = bullet.instantiate()
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
owner.add_child(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(_bulletPosition, _bulletSpeed)->void:
print("make a bullet, put it in the world")
var myBullet = bulletFactory()
myBullet.transform = _bulletPosition
myBullet.setSpeed(_bulletSpeed)
func makeGrenade(_grenadePosition, _grenadeDirection)->void:
print("SM make a grenade")
var myGrenade:Grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
myGrenade.transform = _grenadePosition
func changeScene(level) -> void:
get_tree().call_deferred("change_scene_to_file", level)
func destroy(body) -> void:
body.queue_free()