MarchGame/scripts/scene_manager.gd

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GDScript3
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class_name SceneManager extends Node2D
@onready var triggers: Node2D = $"../Triggers"
@onready var level: Node2D = $"../Level"
@onready var crates: Node2D = $"../Crates"
@onready var coins: Node2D = $"../Coins"
@onready var slimes: Node2D = $"../Slimes"
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# has the recepies
var bullet = preload("res://scenes/bullet.tscn")
var bulletArray:Array[Bullet] = []
var totalAllowedBullets:int=7
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# resets the timer
# player health
Gamecontroller.reset()
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buildLevel()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func buildLevel() -> void:
print("building level")
updatesCrates()
updateTriggers()
updateCoins()
updateEnemies()
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#wire up signals from gamecontrollerd
Gamecontroller.destroySignal.connect(destroy)
Gamecontroller.teleportSignal.connect(teleport)
Gamecontroller.levelChangeSignal.connect(loadLevel)
func updateEnemies() -> void:
if slimes:
var totalSlimes =0
for obj in slimes.get_children():
if obj is Slime:
totalSlimes +=1
Gamecontroller.addEnemyToLevel(obj)
#hook up to game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
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func updateCoins() -> void:
if coins:
var totalCoins=0
for obj in coins.get_children():
if obj is Coin:
totalCoins +=1
# hook up coin to gamecontrollerd
if not obj.coinCollectedSignal.is_connected(Gamecontroller._on_coin_collected):
obj.coinCollectedSignal.connect(Gamecontroller._on_coin_collected)
# any time coin destroyed update game controller
if not obj.tree_exited.is_connected(updateCoins):
obj.tree_exited.connect(updateCoins)
# tell game controller!
Gamecontroller.totalCoins(totalCoins)
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func updateTriggers()->void:
if triggers:
for obj in triggers.get_children():
if obj is Trigger:
if not obj.AreaTrigger.is_connected(Gamecontroller._on_trigger):
obj.AreaTrigger.connect(Gamecontroller._on_trigger)
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func updatesCrates() -> void:
#check that there is a crates node
if crates:
var totalCrates=0
for obj in crates.get_children():
if obj is Crate:
if not obj.tree_exited.is_connected(updatesCrates):
obj.tree_exited.connect(updatesCrates)
totalCrates+=1
print("Total crates: "+str(totalCrates))
Gamecontroller.crateUpdate(totalCrates)
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func destroy(body)->void:
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if body is Bullet:
stashBullet(body)
return
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body.queue_free()
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func teleport(body) -> void:
if body is Crate:
var viewport_size = get_viewport().get_visible_rect().size
var random_x = randf_range(0, viewport_size.x)
var random_y = randf_range(0, viewport_size.y)
var newPosition =Vector2(random_x,random_y)
body.teleport_to(newPosition)
func loadLevel(level:String) -> void:
get_tree().call_deferred("change_scene_to_file",level)
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func stashBullet(bullet:Bullet) -> void:
var stashPosition:Vector2 =Vector2(-100,-100)
bullet.position=stashPosition
bullet.setSpeed(0)
bullet.set_process(false)
func bulletFactory()-> Bullet:
var myBullet:Bullet
# how many bullets have been made?
if bulletArray.size() <=totalAllowedBullets:
myBullet=bullet.instantiate()
if not myBullet.bulletDamageSignal.is_connected(Gamecontroller.bulletDamage):
myBullet.bulletDamageSignal.connect(Gamecontroller.bulletDamage)
add_sibling(myBullet)
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else:
myBullet=bulletArray.pop_back()
bulletArray.push_front(myBullet)
return myBullet
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func makebullet(targetPosition,speed) -> void:
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print("make a bullet")
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print("bullets created: "+str(bulletArray.size()))
var myBullet:Bullet = bulletFactory()
myBullet.transform=targetPosition
myBullet.setSpeed(speed)
myBullet.set_process(true)