week 5 instructional update
This commit is contained in:
parent
674677e617
commit
840e347049
@ -35,6 +35,27 @@ It is possible that an autoload script can get quite cluttered with information,
|
||||
|
||||
Now that the game controller is persistent, it does not reload when the level timer completes. As a result, the level loads over and over again because it thinks the time has run out.
|
||||
|
||||
### Timer Example
|
||||
|
||||
```
|
||||
var timer = Timer.new()
|
||||
var timeLimit = 10
|
||||
var level="res://scenes/game.tscn"
|
||||
|
||||
func _ready() -> void:
|
||||
add_child(timer)
|
||||
timer.wait_time = 1
|
||||
timer.one_shot = false
|
||||
timer.connect("timeout", secondCounter)
|
||||
timer.start()
|
||||
|
||||
func secondCounter() -> void:
|
||||
timeLimit -=1
|
||||
if timeLimit <=0:
|
||||
print("You lose")
|
||||
get_tree().call_deferred("change_scene_to_file", level)
|
||||
```
|
||||
|
||||
We can use this example to show the relationship of the scene manager to the game controller - because the scene manager DOES reload each time the level is updated. As it loads, it will tell the game controller to reset the timer.
|
||||
|
||||
In `Gamecontroller`:
|
||||
|
Loading…
Reference in New Issue
Block a user