platformer-game-test/src/GameWorld/Levels/Level.gd

125 lines
3.4 KiB
GDScript

extends Node2D
class_name Level
signal level_exited
signal level_ready
var _player:Player
var _camera:CameraGame
var is_active_level := false
export var game_state = GameState.States.GAME
export var level_entry_point := Vector2.ZERO
export var level_exit_point := Vector2.ZERO
var level_coords :=Vector2.ZERO
export(Vector2) var prev_level = null
export(Vector2) var next_level = null
var _first_time_init = true
export var camer_limits := {
"top": 0,
"right": 400,
"bottom": 400,
"left": 0,
}
func _ready():
pass
func init_level_config(prev_level_:Vector2, level_coords_:Vector2):
print("Initializing [%s]: prev = %s | current = %s" % [self.name, prev_level_, level_coords_])
_set_warp_enabled(false)
self.prev_level = prev_level_
self.level_coords = level_coords_
self.next_level = Vector2(level_coords.x, level_coords.y + 1)
func _set_active(activated:bool, is_entering:bool):
print("Setting active [%s]: active = %s " % [self.name, activated])
is_active_level = activated
_set_warp_enabled(false)
if activated:
if _first_time_init: _set_wrap_zones()
_set_player_position(is_entering)
_set_warp_enabled(true)
emit_signal("level_ready")
func set_player(player:Player):
print("Setting player [%s]" % [self.name])
_player = player
_camera = _player.get_camera()
_set_camera_limits()
print("Level %s, adding player"% [self.name])
add_child(_player)
func remove_player():
print("Removing player [%s]" % [self.name])
remove_child(_player)
_camera = null
_player = null
func _set_camera_limits():
_camera.limit_top = camer_limits.top
_camera.limit_right = camer_limits.right
_camera.limit_bottom = camer_limits.bottom
_camera.limit_left = camer_limits.left
func _set_player_position(is_entering:bool):
var warps = _get_all_warps()
var found_spawn_point := false
var position = Vector2.ZERO
for warp in warps:
if warp.to_level_coord == prev_level:
position = warp.get_checkpoint_position()
found_spawn_point = true
print("Found point warp.position.x = %s player spawn.x = %s" % [warp.position.x, _player.position.x])
if not found_spawn_point:
position = level_entry_point if is_entering else level_exit_point
_player.face_player(is_entering)
_player.respawn_position = position
_player.set_position(position)
func _set_wrap_zones():
_first_time_init = false
var warps = _get_all_warps()
for warp in warps:
warp.connect("player_entered", self, "_on_WarpZone_player_entered")
var has_custom_level = warp.to_level_coord != warp.NON_SPECIFIED_LEVEL
if not has_custom_level:
if not warp.is_exit: warp.to_level_coord = self.prev_level
else: warp.to_level_coord = self.next_level
print("Warp %s has no costum level set to: %s" % [warp.name, warp.to_level_coord])
else:
print("Warp %s a costum level: %s" % [warp.name, warp.to_level_coord])
func _on_WarpZone_player_entered(is_exit, to_level_coord) -> void:
print("_on_WarpZone_player_entered is_exit=%s to_level=%s" % [is_exit, to_level_coord])
self.is_active_level = false;
emit_signal("level_exited", is_exit, to_level_coord)
pass # Replace with function body.
func _get_all_warps():
var warps := []
for node in get_children():
if node.is_in_group("WarpZones"):
warps.push_back(node)
print("_get_all_warps [%s]: #%d of warps found" % [self.name, len(warps)])
return warps
func _set_warp_enabled(enabled:bool):
var warps = _get_all_warps()
for warp in warps:
print("Settings warp ENABLED=%s" % [enabled])
warp.enabled(enabled)