2025-08-18 02:18:14 +00:00
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class_name SCENEMANAGER extends Node2D
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const bulletscn = preload("res://Scenes/bullet.tscn")
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2025-08-19 01:06:03 +00:00
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@onready var triggers: Node2D = $"../Triggers"
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2025-08-26 01:07:18 +00:00
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@onready var coins: Node2D = $"../Coins"
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2025-09-09 00:57:14 +00:00
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@onready var enemies: Node2D = $"../enemies"
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2025-08-18 02:18:14 +00:00
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2025-08-19 01:06:03 +00:00
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func _ready() -> void:
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2025-09-09 00:57:14 +00:00
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Gamecontroller.reset()
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2025-08-19 01:06:03 +00:00
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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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2025-09-09 00:57:14 +00:00
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obj.areaTriggerSignal.connect(Gamecontroller._on_trigger)
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2025-08-26 01:07:18 +00:00
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if coins:
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2025-09-09 00:57:14 +00:00
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Updatecoins()
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2025-08-26 01:07:18 +00:00
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2025-09-09 00:57:14 +00:00
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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 not obj.playerDamageSignal.is_connected(Gamecontroller.playerAttacked):
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obj.playerDamageSignal.connect(Gamecontroller.playerAttacked)
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func Updatecoins():
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var coincount = 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.coincollectedsignal.is_connected(Gamecontroller.coincollected):
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obj.coincollectedsignal.connect(Gamecontroller.coincollected)
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print("hooked up")
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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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2025-08-19 01:06:03 +00:00
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2025-08-18 02:18:14 +00:00
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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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# 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 bujllet
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var b = bulletscn.instantiate()
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2025-09-09 00:57:14 +00:00
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b.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
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2025-08-18 02:18:14 +00:00
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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 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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2025-09-09 00:57:14 +00:00
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func destroy(body):
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body.queue_free()
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print("destroy")
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func changeScene(level):
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get_tree().call_deferred("change_scene_to_file", level)
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