format update, additional destroy function in docs

This commit is contained in:
OddlyTimbot 2025-05-12 17:48:19 -04:00
parent 6609a5783c
commit 8a23abe2ea

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@ -72,6 +72,16 @@ func _on_trigger_fired(effect: Variant, body: Variant) -> void:
Now if something hits the "destroy" trigger, the game controller checks to see if it is a crate, and if so signals to destroy it. This is heard by the scene manager, who deletes the crate. Now if something hits the "destroy" trigger, the game controller checks to see if it is a crate, and if so signals to destroy it. This is heard by the scene manager, who deletes the crate.
In `Scenemanager`:
```
func destroy(body):
if body is Crate:
body.queue_free()
```
Optionally, the `Scenemanager`could now count up the number of remaining crates, and tell the `Gamecontroller` how many there are.
### Example: Loading Scenes ### Example: Loading Scenes
Lets move the option to load scenes to the scene manager as well, and trigger it using a custom signal from the game controller. Lets move the option to load scenes to the scene manager as well, and trigger it using a custom signal from the game controller.