Add a savegame system using slots and a main menu, allow player to move RigidBody2Ds using apply_impulse(), increased physics tick, enabled FXAA, and more.

This commit is contained in:
ChaoticByte 2024-10-01 23:19:37 +02:00
parent 35ebe26340
commit 5a67d46d6f
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13 changed files with 291 additions and 25 deletions

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@ -1,59 +1,79 @@
extends Node
const mainmenu_player_pos: Vector2 = Vector2(0, 128 + 32)
class Entrypoint extends Object:
var scene_name: String
var player_position: Vector2
var reset_physics: bool
var initial_velocity: Vector2
func _init(
scene_name_: String,
player_position_: Vector2,
reset_physics_: bool
initial_velocity_: Vector2 = Vector2.ZERO
) -> void:
self.scene_name = scene_name_
self.player_position = player_position_
self.reset_physics = reset_physics_
self.initial_velocity = initial_velocity_
const SCENES = {
"intro": "uid://c6w7lrydi43ts"
"intro": "uid://c6w7lrydi43ts",
"test": "uid://dqf665b540tfg",
}
var ENTRYPOINTS = {
"intro_start": Entrypoint.new("intro", Vector2(0, 0), true)
"intro_start": Entrypoint.new("intro", Vector2.ZERO),
"test": Entrypoint.new("test", Vector2.ZERO),
}
var MENU_SCENE: PackedScene = preload("res://menu/menu.tscn")
# load that stuff
var level_root: Node
var player: Node2D
func _pre_load_checks() -> bool:
if NodeRegistry.level_root_container == null:
push_error("Can't load level, level_root is not registered yet.")
return false
if NodeRegistry.player == null:
push_error("Can't load entrypoint, player is not registered yet.")
return false
return true
func load_scene(scn_name: String) -> bool: # returns true on success
if level_root == null:
push_error("Can't load level, level_root is not registered yet.")
if not _pre_load_checks():
return false
if not scn_name in SCENES:
push_error("Level " + scn_name + " doesn't exist.")
return false
unload_scene()
var scn = load(SCENES[scn_name])
level_root.add_child(scn.instantiate())
NodeRegistry.level_root_container.add_child(scn.instantiate())
return true
func unload_scene():
for c in level_root.get_children():
c.queue_free()
if NodeRegistry.level_root_container != null:
for c in NodeRegistry.level_root_container.get_children():
c.queue_free()
func load_entrypoint(ep_name: String) -> bool: # returns true on success
if not ep_name in ENTRYPOINTS:
push_error("Entrypoint " + ep_name + " doesn't exist.")
return false
if player == null:
push_error("Can't load entrypoint, player is not registered yet.")
if not _pre_load_checks():
return false
var e: Entrypoint = ENTRYPOINTS[ep_name]
if load_scene(e.scene_name):
player.position = e.player_position
if e.reset_physics:
player.reset_physics()
NodeRegistry.player.position = e.player_position
NodeRegistry.player.velocity = e.initial_velocity
Gamestate.last_entrypoint = ep_name
Gamestate.save_slot() # save game
return true
else:
return false
func load_menu():
if not _pre_load_checks():
return false
unload_scene()
NodeRegistry.level_root_container.add_child(MENU_SCENE.instantiate())
NodeRegistry.player.position = mainmenu_player_pos
return true