Game.gd 2.4 KB

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  1. extends Node2D
  2. onready var cam = $MainCamera
  3. onready var start_timer = $StartTimer
  4. signal round_won
  5. signal arena_removed
  6. # Used to test a level in creation
  7. export (String) var levelToLoop
  8. var levelSceneToLoop
  9. export (Array, String) var levelNames = ["Square"]
  10. var levelScenes = []
  11. var levelCurrentNode
  12. var levelIndex = -1
  13. var playerScene = preload("res://Player.tscn")
  14. var playerActionsLeft = ["p1_left", "p2_left", "p3_left"]
  15. var playerActionsRight = ["p1_right", "p2_right", "p3_right"]
  16. func _ready():
  17. for _k in range(levelNames.size()):
  18. levelScenes.append(null)
  19. if levelToLoop:
  20. levelSceneToLoop = load_level(levelToLoop)
  21. if !levelSceneToLoop:
  22. push_error("Cant't load level " + levelToLoop)
  23. # Create players
  24. var player
  25. for k in 3:
  26. player = playerScene.instance()
  27. player.grid = levelCurrentNode
  28. player.turn_left_action = playerActionsLeft[k]
  29. player.turn_right_action = playerActionsRight[k]
  30. player.position = Vector2()
  31. add_child(player)
  32. start_timer.connect("timeout", player, "_on_round_start")
  33. player.connect("crash", self, "_on_player_crash")
  34. self.connect("round_won", player, "_on_round_won")
  35. self.connect("arena_removed", player, "_on_arena_removed")
  36. func load_level(name):
  37. var fullName = "res://Levels/" + name + ".tscn"
  38. return load(fullName)
  39. func _unhandled_input(event):
  40. if event.is_action("ui_accept") and event.is_pressed():
  41. if get_tree().has_group("running"):
  42. var running = get_tree().get_nodes_in_group("running")
  43. if !running.empty():
  44. return
  45. create_game()
  46. func create_game():
  47. # Clear if required
  48. if levelCurrentNode:
  49. remove_child(levelCurrentNode)
  50. levelCurrentNode.queue_free()
  51. emit_signal("arena_removed")
  52. # Create level node
  53. if levelToLoop:
  54. levelCurrentNode = levelSceneToLoop.instance()
  55. else:
  56. # Select next level
  57. levelIndex += 1
  58. if (levelIndex >= levelScenes.size()):
  59. levelIndex = 0
  60. levelScenes.shuffle()
  61. if !levelScenes[levelIndex]:
  62. levelScenes[levelIndex] = load_level(levelNames[levelIndex])
  63. levelCurrentNode = levelScenes[levelIndex].instance()
  64. add_child(levelCurrentNode)
  65. # Allocate spawn points to players
  66. var spawners = get_tree().get_nodes_in_group("spawn")
  67. spawners.shuffle()
  68. var p = get_tree().get_nodes_in_group("players")
  69. for k in p.size():
  70. p[k].spawn(levelCurrentNode, spawners[k].position, spawners[k].rotation_degrees)
  71. # Delay start
  72. start_timer.start()
  73. func _on_player_crash():
  74. if get_tree().get_nodes_in_group("running").size() <= 1:
  75. emit_signal("round_won")