MarchTTLGame/scripts/SceneManager.gd

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class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var crates: Node2D = $"../Crates"
@onready var level: Node2D = $"../Level"
@onready var game: GameController = $".."
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel()->void:
print("building level")
updateCrates()
updateTriggers()
#wire up signals from GameController
game.destroySignal.connect(destroy)
game.teleportSignal.connect(teleport)
game.levelChangeSignal.connect(loadLevel)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is trigger:
if not obj.AreaTrigger.is_connected(game._on_trigger):
obj.AreaTrigger.connect(game._on_trigger)
func updateCrates()->void:
#check that there is a crates node
if crates:
var totalCrates = 0
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
totalCrates +=1
game.crateUpdate(totalCrates)
func destroy(body)->void:
body.queue_free()
func teleport(body)->void:
#if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition = Vector2(506, 340)
body.teleport_to(newPosition)
func loadLevel(level:String)->void:
get_tree().call_deferred("change_scene_to_file", level)
func makeBullet(targetPosition, speed)->void:
print("make bullet")