72 lines
1.9 KiB
GDScript
72 lines
1.9 KiB
GDScript
class_name SceneManager extends Node2D
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const BulletScn = preload("res://scenes/bullet.tscn")
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@onready var triggers: Node2D = $"../triggers"
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@onready var coins: Node = $"../coins"
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@onready var enemies: Node = $"../Enemies"
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var bullets: Array[Bullet] = []
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const MAX_BULLETS = 10
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var current_bullet = 0
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func _ready() -> void:
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if triggers:
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for obj in triggers.get_children():
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if obj is Trigger:
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obj.areaTriggerSignal.connect(Gamecontroller._on_area_2d_area_trigger_signal)
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if coins:
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updateCoins()
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if enemies:
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updateEnemies()
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Gamecontroller.destroySignal.connect(destroy)
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Gamecontroller.levelChangeSignal.connect(changeScene)
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func updateEnemies():
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for obj in enemies.get_children():
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if obj is Slime:
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if !obj.slimeAttacked.is_connected(Gamecontroller.playerAttacked):
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obj.slimeAttacked.connect(Gamecontroller.playerAttacked)
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func updateCoins():
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var coinCount: int = 0
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for obj in coins.get_children():
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if obj is Coin:
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if not obj.coin_collected.is_connected(Gamecontroller.coin_collected):
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obj.coin_collected.connect(Gamecontroller.coin_collected)
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# connect tree exit
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if not obj.tree_exited.is_connected(updateCoins):
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obj.tree_exited.connect(updateCoins)
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coinCount += 1
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Gamecontroller.totalCoinCount(coinCount)
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# makes and recycles bullets
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func bulletFactory() -> Bullet:
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if len(bullets) < MAX_BULLETS:
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# create new
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var b = BulletScn.instantiate()
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b.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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add_child(b)
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bullets.append(b)
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return b
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else:
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# recycle
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var i = current_bullet
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current_bullet = (current_bullet + 1) % MAX_BULLETS
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bullets[i].visible = true
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return bullets[i]
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func destroy(body):
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body.queue_free()
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func makeBullet(pos: Transform2D, dir: int) -> Node2D:
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var b = bulletFactory()
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#b.position = pos.get_origin()
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b.transform = pos
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b.setSpeed(dir * 700)
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return b
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func changeScene(level: String):
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get_tree().call_deferred("change_scene_to_file", level)
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