2026-03-10 01:04:23 +00:00
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class_name SceneManager extends Node2D
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@onready var triggers: Node2D = $"../Triggers"
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@onready var level: Node2D = $"../Level"
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@onready var crates: Node2D = $"../Crates"
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@onready var game: GameController = $".."
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2026-03-17 00:57:47 +00:00
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# has the recepies
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var bullet = preload("res://scenes/bullet.tscn")
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var bulletArray:Array[Bullet] = []
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var totalAllowedBullets:int=7
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2026-03-10 01:04:23 +00:00
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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buildLevel()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func buildLevel() -> void:
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print("building level")
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updatesCrates()
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updateTriggers()
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#wire up signals from gamecontrollerd
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game.destroySignal.connect(destroy)
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game.teleportSignal.connect(teleport)
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game.levelChangeSignal.connect(loadLevel)
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func updateTriggers()->void:
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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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if not obj.AreaTrigger.is_connected(game._on_trigger):
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obj.AreaTrigger.connect(game._on_trigger)
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func updatesCrates() -> void:
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#check that there is a crates node
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if crates:
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var totalCrates=0
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for obj in crates.get_children():
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if obj is Crate:
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if not obj.tree_exited.is_connected(updatesCrates):
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obj.tree_exited.connect(updatesCrates)
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totalCrates+=1
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print("Total crates: "+str(totalCrates))
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game.crateUpdate(totalCrates)
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func destroy(body)->void:
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2026-03-17 00:57:47 +00:00
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if body is Bullet:
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stashBullet(body)
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return
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2026-03-10 01:04:23 +00:00
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body.queue_free()
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2026-03-17 00:57:47 +00:00
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2026-03-10 01:04:23 +00:00
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func teleport(body) -> void:
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if body is Crate:
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var viewport_size = get_viewport().get_visible_rect().size
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var random_x = randf_range(0, viewport_size.x)
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var random_y = randf_range(0, viewport_size.y)
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var newPosition =Vector2(random_x,random_y)
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body.teleport_to(newPosition)
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func loadLevel(level:String) -> void:
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get_tree().call_deferred("change_scene_to_file",level)
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2026-03-17 00:57:47 +00:00
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func stashBullet(bullet:Bullet) -> void:
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var stashPosition:Vector2 =Vector2(-100,-100)
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bullet.position=stashPosition
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bullet.setSpeed(0)
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bullet.set_process(false)
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func bulletFactory()-> Bullet:
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var myBullet:Bullet
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# how many bullets have been made?
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if bulletArray.size() <=totalAllowedBullets:
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myBullet=bullet.instantiate()
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if not myBullet.bulletDamageSignal.is_connected(game.bulletDamage):
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myBullet.bulletDamageSignal.connect(game.bulletDamage)
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game.add_child(myBullet)
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else:
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myBullet=bulletArray.pop_back()
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bulletArray.push_front(myBullet)
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return myBullet
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2026-03-10 01:04:23 +00:00
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2026-03-17 00:57:47 +00:00
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func makebullet(targetPosition,speed) -> void:
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2026-03-10 01:04:23 +00:00
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print("make a bullet")
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2026-03-17 00:57:47 +00:00
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print("bullets created: "+str(bulletArray.size()))
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var myBullet:Bullet = bulletFactory()
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myBullet.transform=targetPosition
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myBullet.setSpeed(speed)
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myBullet.set_process(true)
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2026-03-10 01:04:23 +00:00
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