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path: root/scenes/levels/base_level.gd
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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()