extends Node2D onready var cam = $MainCamera onready var start_timer = $StartTimer var is_round_won signal round_won signal arena_removed # Used to test a level in creation export (String) var levelToLoop var levelSceneToLoop export (Array, String) var levelNames = ["Square"] var levelScenes = [] var levelOldNode var levelCurrentNode var levelIndex = -1 onready var levelSwap = $LevelSwap var playerScene = preload("res://Player.tscn") var playerActionsLeft = ["p1_left", "p2_left", "p3_left"] var playerActionsRight = ["p1_right", "p2_right", "p3_right"] export (Array, Color) var playerColors = [Color.red, Color.blue, Color.green, Color.yellow, Color.white, Color.cyan, Color.magenta, Color.orange] func _ready(): # Prepare levels for _k in range(levelNames.size()): levelScenes.append(null) levelSwap.connect("tween_completed", self, "_on_swap_completed") if levelToLoop: levelSceneToLoop = load_level(levelToLoop) if !levelSceneToLoop: push_error("Cant't load level " + levelToLoop) # Create players var player for k in 3: player = playerScene.instance() player.grid = levelCurrentNode player.turn_left_action = playerActionsLeft[k] player.turn_right_action = playerActionsRight[k] player.position = Vector2() player.modulate = playerColors[k] add_child(player) start_timer.connect("timeout", player, "_on_round_start") player.connect("crash", self, "_on_player_crash") self.connect("round_won", player, "_on_round_won") self.connect("arena_removed", player, "_on_arena_removed") func load_level(name): var fullName = "res://Levels/" + name + ".tscn" return load(fullName) func _unhandled_input(event): if event.is_action("ui_accept") and event.is_pressed(): if is_round_won == null or is_round_won: is_round_won = false create_game() func create_game(): # Clear if required if levelCurrentNode: levelOldNode = levelCurrentNode levelSwap.swap_out(levelOldNode) emit_signal("arena_removed") # Create level node if levelToLoop: levelCurrentNode = levelSceneToLoop.instance() else: # Select next level levelIndex += 1 if (levelIndex >= levelScenes.size()): levelIndex = 0 levelScenes.shuffle() if !levelScenes[levelIndex]: levelScenes[levelIndex] = load_level(levelNames[levelIndex]) levelCurrentNode = levelScenes[levelIndex].instance() # Put the level far away, the tween will bring it back levelCurrentNode.position.y = 2000 # Manually spawn players for the first game if levelOldNode == null: add_child(levelCurrentNode) spawn_players() levelSwap.swap_in(levelCurrentNode) func spawn_players(): var spawners = get_tree().get_nodes_in_group("spawn") spawners.shuffle() var p = get_tree().get_nodes_in_group("players") for k in p.size(): p[k].spawn(levelCurrentNode, spawners[k].position, spawners[k].rotation_degrees) func _on_player_crash(): if get_tree().get_nodes_in_group("running").size() <= 1 and !is_round_won: emit_signal("round_won") is_round_won = true func _on_start_game(): is_round_won = false func _on_swap_completed(object, _k): if object == levelOldNode: remove_child(levelOldNode) levelOldNode.queue_free() levelOldNode = null add_child(levelCurrentNode) spawn_players() levelSwap.swap_in(levelCurrentNode) elif object == levelCurrentNode: start_timer.start()