52 lines
1.7 KiB
GDScript
52 lines
1.7 KiB
GDScript
extends Node
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var crate = preload("res://scenes/crate.tscn")
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var bullet = preload("res://scenes/bullets.tscn")
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# Called when the node enters the scene tree for the first time.
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var bulletPool:Array = [] #start off with it empty; no bullets
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#crate stuff
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var cratePool:Array = []
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@onready var box_trap_target: Node2D = $"../BoxTrapTarget"
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#called when the node enters the scene tree fro the first time
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func _ready() -> void: #function that runs exactly run time.. safe place to do any configurations there
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#pool all the crates
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for obj in owner.get_children():
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if obj.is_in_group("pushables"):
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cratePool.push_back(obj)
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print("Total crates on screen: "+str(cratePool.size()))
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func boxTrap():
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print("Trigger a box trap!")
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var myCrate= crateFactory() #gonna ask factory for our crate
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myCrate.transform = box_trap_target.transform
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owner.add_child(myCrate)
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func bulletFactory():
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#makes bullets!
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var myBullet
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print("total bullets in play "+str(bulletPool.size()))
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if bulletPool.size() > 3:
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myBullet = bulletPool.pop_front() #if you got 3 bullets in play already, gonna take oldest bullet in pool and give you that
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else:
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myBullet = bullet.instantiate()
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owner.add_child(myBullet)
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#or recycles bullets
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return myBullet
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func placeBullet(speed, markerpos):
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print("SceneManager: make a bullet")
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var myBullet = bulletFactory()
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bulletPool.push_back(myBullet) #everytime we ask for bullet it gonna be added to the pool
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print("Total bullets in play: "+str(bulletPool.size()))
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#set the speed of the bullet
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myBullet.setSpeed(speed)
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#set of position of the bullet
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myBullet.transform = markerpos
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#make the bullet visible by adding it
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func crateFactory():
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var myCrate = crate.instantiate()
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myCrate.add_to_group("pushables")
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return myCrate
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