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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/levels/hearts_introduce.tscn"),
preload("res://scenes/levels/typeracer.tscn"),
preload("res://scenes/levels/reactiontest.tscn"),
preload("res://scenes/levels/pixel/PixelDefender.tscn"),
preload("res://scenes/levels/puzzle/puzzle.tscn"),
]
var _current_level = 0
var _loaded_level : Level
var _track : Path2D
var _health = 10
var first_level = true
# Called when the node enters the scene tree for the first time.
func _ready():
_health_bar.set_health(10)
_load_current_level()
func _get_next_level_pos() -> Vector2:
var dir = (randi() % 2) * 2 -1
return _last_camera_location + Vector2(1000, dir * (1000 + randi() % 1000))
func _create_path_from(from: Vector2, to: Vector2):
var path = Path2D.new()
var curve = Curve2D.new()
var diff = to -from
curve.add_point(from)
curve.add_point(from + Vector2(diff.x, 0))
curve.add_point(to)
path.curve = curve
return path
func _add_hooks():
_loaded_level.connect("level_finished", self, "_on_Level_level_finished")
_loaded_level.connect("lost_heart", self, "_on_Level_lost_heart")
func _on_Level_level_finished():
_load_next_level()
func _on_Level_lost_heart(instakill):
if instakill:
_health = 0
_health -= 1
if _health <= 0:
get_tree().change_scene("res://scenes/game_over.tscn")
_health_bar.set_health(_health)
func _load_next_level():
_unload_current_level()
_current_level += 1
if _current_level >= _levels.size():
get_tree().change_scene("res://scenes/menu.tscn")
return
_load_current_level()
func _unload_current_level():
_loaded_level = null
for c in _level_holder.get_children():
_delayed_delete(c)
if _track:
_track.queue_free()
yield(get_tree(), "idle_frame") # todo animation here? post mortem
func _delayed_delete(c):
yield(get_tree().create_timer(10.0), "timeout")
c.queue_free()
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
_add_hooks()
_level_holder.add_child(_loaded_level)
print("Level loaded")
if not first_level:
_track = _create_path_from(_last_camera_location, pos)
add_child(_track)
print("Tracks loaded")
_path_renderer.path = _track
_camera.path = _track
else:
first_level = false
_camera.path = null
_camera.position = pos
_on_Camera2D_done()
func _on_MenuButton_on_click():
_disable_input(_level_holder)
_pause_menu.pause()
func _on_Camera2D_done():
print("Camera movement done")
_last_camera_location = _camera.position
_loaded_level.start()
func _disable_input(node):
# this is barbaric
if node is Control:
node.mouse_filter = Control.MOUSE_FILTER_IGNORE
for n in node.get_children():
_disable_input(n)
func _enable_input(node):
if node is Control:
node.mouse_filter = Control.MOUSE_FILTER_STOP
for n in node.get_children():
_enable_input(n)
func _on_PauseMenu_unpause():
_enable_input(_level_holder)
_level_holder.set_process_input(true)
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