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extends Node2D
onready var _pause_menu = $Camera2D/PauseMenu
onready var _level_holder = $LevelHolder
onready var _camera : CameraTrackFollower = $Camera2D
onready var _path_renderer : PathRenderer = $PathRenderer
onready var _health_bar = $Camera2D/healthbar
onready var _last_camera_location : Vector2 = $Camera2D.position
const _levels = [
preload("res://scenes/introduction.tscn")
]
var _current_level = 0
var _loaded_level : Level
var _track : Path2D
# Called when the node enters the scene tree for the first time.
func _ready():
_health_bar.set_health(2)
_load_current_level()
func _get_next_level_pos() -> Vector2:
return Vector2(500, 0)
func _create_path_from(from: Vector2, to: Vector2):
var path = Path2D.new()
var curve = Curve2D.new()
curve.add_point(from)
curve.add_point(to)
path.curve = curve
return path
func _load_current_level():
if _loaded_level != null:
push_error("Tried to load level, while another level was already loaded.")
assert(false)
var pos = _get_next_level_pos()
print("Loading level at ",pos)
_loaded_level = _levels[_current_level].instance()
_loaded_level.position = pos
_level_holder.add_child(_loaded_level)
print("Level loaded")
_track = _create_path_from(_last_camera_location, pos)
add_child(_track)
print("Tracks loaded")
_path_renderer.path = _track
_camera.path = _track
func _on_MenuButton_on_click():
_pause_menu.pause()
func _on_Camera2D_done():
print("Camera movement done")
_loaded_level.start()
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