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rectangular/core/globals/levels.gd

100 lines
3 KiB
GDScript

extends Node
const mainmenu_player_pos: Vector2 = Vector2(0, 128 + 32)
class Entrypoint extends Object:
var scene_name: String
var player_position: Vector2
var keep_velocity: bool
var initial_velocity: Vector2
func _init(
scene_name_: String,
player_position_: Vector2,
# keep player velocity
# if player velocity is zero, use initial_velocity
keep_velocity_: bool = true,
# initial player velocity
initial_velocity_: Vector2 = Vector2.ZERO
) -> void:
self.scene_name = scene_name_
self.player_position = player_position_
self.keep_velocity = keep_velocity_
self.initial_velocity = initial_velocity_
const SCENES = {
"menu": "uid://bqmpoix37kutp",
"intro": "uid://c6w7lrydi43ts",
"test": "uid://dqf665b540tfg",
}
var MENU_SCENE: PackedScene = preload("res://menu/menu.tscn")
var ENTRYPOINTS = {
"intro_start": Entrypoint.new("intro", Vector2(0, 0)),
"test": Entrypoint.new("test", Vector2(1680, 200), false, Vector2(0, -500)),
}
# load that stuff
var current_scene_name: String = ""
func _pre_load_checks() -> bool:
if NodeRegistry.level_root_container == null:
push_error("Can't load level, level_root_container is not registered yet.")
return false
if NodeRegistry.level_text_root_container == null:
push_error("Can't load level, level_text_root_container 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, force_reload: bool = false) -> bool:
# returns true on success
if current_scene_name == scn_name and not force_reload:
return true # nothing to do :)
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: Node2D = load(SCENES[scn_name]).instantiate()
NodeRegistry.level_root_container.add_child(scn)
for t in get_tree().get_nodes_in_group("text_viewport"):
t.reparent(NodeRegistry.level_text_root_container)
return true
func unload_scene():
for container in [
NodeRegistry.level_root_container,
NodeRegistry.level_text_root_container
]:
if container != null:
for c in 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 not _pre_load_checks():
return false
var e: Entrypoint = ENTRYPOINTS[ep_name]
if load_scene(e.scene_name):
NodeRegistry.player.position = e.player_position
NodeRegistry.player.camera.call_deferred("reset_smoothing")
if not e.keep_velocity or NodeRegistry.player.velocity == Vector2.ZERO:
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.player.position = mainmenu_player_pos
return load_scene("menu", true)