Game.gd 2.3 KB

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