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" # has the recepies var bullet = preload("res://scenes/bullet.tscn") var bulletArray:Array[Bullet] = [] var totalAllowedBullets:int=7 # Called when the node enters the scene tree for the first time. func _ready() -> void: # resets the timer # player health Gamecontroller.reset() 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() #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) 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) 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) 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) func destroy(body)->void: if body is Bullet: stashBullet(body) return body.queue_free() 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) 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) else: myBullet=bulletArray.pop_back() bulletArray.push_front(myBullet) return myBullet func makebullet(targetPosition,speed) -> void: print("make a bullet") print("bullets created: "+str(bulletArray.size())) var myBullet:Bullet = bulletFactory() myBullet.transform=targetPosition myBullet.setSpeed(speed) myBullet.set_process(true)