Aprilgame/Scripts/scene_manager.gd
2026-05-25 21:03:44 -04:00

54 lines
1.6 KiB
GDScript

class_name SceneManager extends Node2D
@onready var crates: Node2D = $"../Crates"
var grenade = preload("res://Scenes/grenade.tscn")
@onready var enemies: Node2D = $"../Enemies"
func _ready() -> void:
GameController.reset()
print("Scene manager is ready!")
GameController.destroySignal.connect(destroy)
GameController.levelChangeSignal.connect(changeScene)
buildLevel()
func destroy(body)->void:
if body is Crate:
body.queue_free()
func buildLevel()->void:
updateCrates()
if enemies:
updateEnemies()
func updateEnemies()->void:
var totalEnemies = 0
for obj in enemies.get_children():
if obj is Slime:
totalEnemies +=1
#hook up signals
if not obj.slimeDamageSignal.is_connected(GameController._on_slime_damage):
obj.slimeDamageSignal.connect(GameController._on_slime_damage)
GameController.addEnemyToLevel(obj)
func updateCrates()->void:
#is there a crate holder?
var _crateTotal:int = 0
if crates:
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updateCrates):
obj.tree_exited.connect(updateCrates)
_crateTotal +=1
print("Number of crates: "+str(_crateTotal))
GameController.totalCrates(_crateTotal)
func makeGrenade(_greandePosition, _grenadeDirection)->void:
print("SM wants to make a grenade")
var myGrenade:Grenade = grenade.instantiate()
owner.add_child(myGrenade)
myGrenade.transform = _greandePosition
myGrenade.apply_central_impulse(Vector2(_grenadeDirection, -1)*200)
func changeScene(level)->void:
print("SM wants to change scence"+level)
get_tree().call_deferred("change_scene_to_file", level)