added a bullet pool to scene manager

This commit is contained in:
OddlyTimbot committed 2024-09-09 17:27:42 -04:00
1 parent cbd41bb063
commit f9b3966231
10 files changed
+48 -31

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@@ -16,8 +16,6 @@ var pushLeftEnabled = false
var pushRightEnabled = false
var pushTarget
var bullet = preload("res://scenes/bullet.tscn")
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@@ -39,10 +37,9 @@ func _physics_process(delta):
if Input.is_action_just_pressed("shoot"):
#make a bullet
var myBullet = bullet.instantiate()
var myBullet = %SceneManager.bulletFactory()
#set bullet speed?
myBullet.transform = marker_right.global_transform
%SceneManager.manageBullet(myBullet)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("ui_left", "ui_right")
+22 -11
View File
@@ -1,16 +1,27 @@
extends Node
var bulletsFiredTotal := 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
var bulletsMadeTotal := 0
var bulletArray:Array = []
var bullet = preload("res://scenes/bullet.tscn")
func bulletFactory():
var mybullet
if bulletArray.size() < 4:
mybullet = bullet.instantiate()
mybullet.connect("hit", onBulletHit)
owner.add_child(mybullet)
else:
mybullet = bulletArray.pop_back()
mybullet.setSpeed(700)
bulletArray.push_front(mybullet)
bulletsMadeTotal +=1
return mybullet
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func manageBullet(bullet):
bulletsFiredTotal +=1
owner.add_child(bullet)
print("Total bullets fired "+str(bulletsFiredTotal))
func onBulletHit(bullet, body):
#deactivate bullet
#put back in queue
bullet.setSpeed(1)
+4 -2
View File
@@ -1,6 +1,7 @@
extends Area2D
class_name Bullet extends Area2D
var speed = 750
signal hit(bullet, body)
func setSpeed(speedVal):
speed = speedVal
@@ -12,4 +13,5 @@ func _on_body_entered(body):
print("bullet hit something")
if not body.is_in_group("player"):
queue_free()
hit.emit(self, body)