44 lines
1.2 KiB
GDScript
44 lines
1.2 KiB
GDScript
class_name SceneManager extends Node2D
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@onready var game = $".."
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@onready var crates = $"../Crates"
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var grenade = preload("res://Scenes/grenade.tscn")
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var dropplet = preload("res://Scenes/dropplet.tscn")
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const DROP_PT_X = 93
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const DROP_PT_Y = 301
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func _ready() -> void:
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print("Hello")
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game.destroySignal.connect(destroy)
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buildLevel()
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func destroy(body)->void:
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if body is Crate:
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body.queue_free()
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func buildLevel()->void:
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updateCrates()
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func updateCrates()->void:
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#is there a crate holder?
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var _crateTotal:int = 0
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if crates:
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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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_crateTotal +=1
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print("Number of crates"+str(_crateTotal))
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game.totalCrates(_crateTotal)
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func makeGrenade(_grenadePostion, _grenadeDirection):
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print("SM wants to make a grenade")
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var myGrenade:Grenade = grenade.instantiate()
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owner.add_child(myGrenade)
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myGrenade.transform = _grenadePostion
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myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
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func addDropplet():
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var myDropplet = dropplet.instantiate()
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$"../FluidContainer".add_child(myDropplet)
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myDropplet.global_position = Vector2(DROP_PT_X, DROP_PT_Y)
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