MarchTTLGame/scripts/SceneManager.gd

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GDScript3
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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 coins: Node2D = $"../Coins"
@onready var slimes: Node2D = $"../Slimes"
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int = 7
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Gamecontroller.reset()
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()
updateCoins()
updateEnemies()
#wire up signals from GameController
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.levelChangeSignal.connect(loadLevel)
func updateEnemies()->void:
if slimes:
var totalSlimes = 0
for obj in slimes.get_children():
if obj is Slime:
totalSlimes +=1
Gamecontroller.addEnemyToLevel(obj)
#hook up to game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
func updateCoins()->void:
if coins:
var totalCoins = 0
for obj in coins.get_children():
if obj is Coin:
totalCoins+=1
#hook up coin to gamecontroller
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)
Gamecontroller.totalCoins(totalCoins)
func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
obj.AreaTrigger.connect(Gamecontroller._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
Gamecontroller.crateUpdate(totalCrates)
func destroy(body)->void:
if body is Bullet:
stashBullet(body)
return
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 stashBullet(bullet:Bullet)->void:
var stashPos:Vector2 = Vector2(-100, -100)
bullet.position = stashPos
bullet.setSpeed(0)
bullet.set_process(false)
func bullectFactory()->Bullet :
var myBullet:Bullet
#how many bullets have we made
if bulletArray.size() <= totalAllowedBullets:
myBullet = bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
add_sibling(myBullet)
else:
myBullet = bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
func makeBullet(targetPosition, speed)->void:
print("make bullet")
print("bullets created"+str(bulletArray.size()))
var myBullet:Bullet = bullectFactory()
myBullet.transform = targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)