AprilGame/Scripts/SceneManager.gd

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GDScript3
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class_name SceneManager extends Node2D
@onready var game = $".."
@onready var crates = $"../Crates"
var grenade = preload("res://Scenes/grenade.tscn")
var dropplet = preload("res://Scenes/dropplet.tscn")
const DROP_PT_X = 93
const DROP_PT_Y = 301
func _ready() -> void:
print("Hello")
game.destroySignal.connect(destroy)
buildLevel()
func destroy(body)->void:
if body is Crate:
body.queue_free()
func buildLevel()->void:
updateCrates()
func updateCrates()->void:
#is there a crate holder?
var _crateTotal:int = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
_crateTotal +=1
print("Number of crates"+str(_crateTotal))
game.totalCrates(_crateTotal)
func makeGrenade(_grenadePostion, _grenadeDirection):
print("SM wants to make a grenade")
var myGrenade:Grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.transform = _grenadePostion
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
func addDropplet():
var myDropplet = dropplet.instantiate()
$"../FluidContainer".add_child(myDropplet)
myDropplet.global_position = Vector2(DROP_PT_X, DROP_PT_Y)