2025-08-12 01:03:02 +00:00
|
|
|
class_name SceneManager extends Node2D
|
|
|
|
|
|
|
|
const BulletScn = preload("res://scenes/bullet.tscn")
|
|
|
|
@onready var game: Node2D = $".."
|
2025-08-19 01:05:53 +00:00
|
|
|
@onready var triggers: Node2D = $"../triggers"
|
2025-08-12 01:03:02 +00:00
|
|
|
|
|
|
|
var bullets: Array[Bullet] = []
|
|
|
|
const MAX_BULLETS = 10
|
|
|
|
var current_bullet = 0
|
|
|
|
|
2025-08-19 01:05:53 +00:00
|
|
|
func _ready() -> void:
|
|
|
|
if triggers:
|
|
|
|
for obj in triggers.get_children():
|
|
|
|
if obj is Trigger:
|
|
|
|
obj.areaTriggerSignal.connect(game._on_area_2d_area_trigger_signal)
|
|
|
|
|
2025-08-12 01:03:02 +00:00
|
|
|
# makes and recycles bullets
|
|
|
|
func bulletFactory() -> Bullet:
|
|
|
|
if len(bullets) < MAX_BULLETS:
|
|
|
|
# create new
|
|
|
|
var b = BulletScn.instantiate()
|
|
|
|
b.bulletDamageSignal.connect(game.bulletDamage)
|
|
|
|
add_child(b)
|
|
|
|
bullets.append(b)
|
|
|
|
return b
|
|
|
|
else:
|
|
|
|
# recycle
|
|
|
|
var i = current_bullet
|
|
|
|
current_bullet = (current_bullet + 1) % MAX_BULLETS
|
|
|
|
bullets[i].visible = true
|
|
|
|
return bullets[i]
|
|
|
|
|
|
|
|
|
|
|
|
func makeBullet(pos: Transform2D, dir: int) -> Node2D:
|
|
|
|
var b = bulletFactory()
|
|
|
|
#b.position = pos.get_origin()
|
|
|
|
b.transform = pos
|
|
|
|
b.setSpeed(dir * 700)
|
|
|
|
return b
|