259 lines
6.6 KiB
C#
259 lines
6.6 KiB
C#
using Godot;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Scenes;
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using System.Collections.Generic;
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using System.Linq;
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namespace SupaLidlGame.Utils;
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public partial class World : Node2D
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{
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[Export]
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public PackedScene StartingArea { get; set; }
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[Export]
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public Map CurrentMap { get; protected set; }
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[Export]
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public Player CurrentPlayer { get; set; }
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[Export]
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public Boss CurrentBoss { get; set; }
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[Export]
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public UI.UIController UIController { get; set; }
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[Export]
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public AudioStreamPlayer MusicPlayer { get; set; }
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private Dictionary<string, Map> _maps;
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private string _currentConnector;
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private string _currentMapResourcePath;
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//private Entities.Campfire _lastCampfire = null;
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public Vector2 SaveLocation { get; set; }
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public string SaveMapKey { get; set; }
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private const string PLAYER_PATH = "res://Characters/Player.tscn";
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private PackedScene _playerScene;
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public World()
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{
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_maps = new Dictionary<string, Map>();
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_playerScene = ResourceLoader.Load<PackedScene>(PLAYER_PATH);
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}
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public override void _Ready()
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{
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// check if world already exists
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var globalState = GetNode<State.Global.GlobalState>("/root/GlobalState");
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if (globalState.World is not null)
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{
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throw new System.InvalidOperationException();
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}
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globalState.World = this;
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Godot.RenderingServer.SetDefaultClearColor(Godot.Colors.Black);
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if (StartingArea is not null)
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{
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LoadScene(StartingArea);
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}
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// spawn the player in
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CreatePlayer();
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CurrentPlayer.Death += (Events.HealthChangedArgs args) =>
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{
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// TODO: respawn the player at the last campfire.
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GetTree().CreateTimer(1).Timeout += () =>
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{
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SpawnPlayer();
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};
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};
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CurrentPlayer.Hurt += (Events.HealthChangedArgs args) =>
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{
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// TODO: move this to UI controller and add a setup method
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var bar = UIController.GetNode<UI.HealthBar>("Top/Margin/HealthBar");
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bar.ProgressBar.Value = args.NewHealth;
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};
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base._Ready();
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}
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public void RegisterBoss(Boss boss)
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{
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CurrentBoss = boss;
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UIController.BossBar.Boss = boss;
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MusicPlayer.Stream = boss.Music;
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MusicPlayer.Play();
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}
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public void DeregisterBoss(Boss boss)
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{
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CurrentBoss = null;
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UIController.BossBar.Boss = null;
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MusicPlayer.Stop();
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}
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private void LoadMap(Map map)
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{
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GD.Print("Loading map " + map.Name);
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if (CurrentMap is not null)
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{
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CurrentMap.Entities.RemoveChild(CurrentPlayer);
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RemoveChild(CurrentMap);
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CurrentMap.Active = false;
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}
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AddChild(map);
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InitTilemap(map);
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CurrentMap = map;
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CurrentMap.Active = true;
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if (CurrentPlayer is not null)
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{
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CurrentMap.Entities.AddChild(CurrentPlayer);
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}
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}
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public void LoadScene(PackedScene scene)
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{
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Map map;
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if (_maps.ContainsKey(scene.ResourcePath))
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{
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map = _maps[scene.ResourcePath];
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}
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else
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{
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map = scene.Instantiate<Map>();
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_maps.Add(scene.ResourcePath, map);
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}
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LoadMap(map);
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}
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public void LoadScene(string path)
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{
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Map map;
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if (_maps.ContainsKey(path))
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{
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map = _maps[path];
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}
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else
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{
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var scene = ResourceLoader.Load<PackedScene>(path);
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map = scene.Instantiate<Map>();
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_maps.Add(scene.ResourcePath, map);
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}
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LoadMap(map);
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}
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public void CreatePlayer()
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{
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CurrentPlayer = _playerScene.Instantiate<Player>();
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CurrentMap.Entities.AddChild(CurrentPlayer);
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}
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private void InitTilemap(Map map)
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{
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var children = map.Areas.GetChildren();
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foreach (Node node in children)
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{
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if (node is BoundingBoxes.ConnectorBox connector)
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{
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// this reconnects the EventHandler if it is connected
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connector.RequestedEnter -= _on_area_2d_requested_enter;
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connector.RequestedEnter += _on_area_2d_requested_enter;
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}
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}
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}
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private void MovePlayerToConnector(string name)
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{
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// find the first connector with the specified name
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var connector = CurrentMap.Areas.GetChildren().First((child) =>
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{
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if (child is BoundingBoxes.ConnectorBox connector)
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{
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return connector.Identifier == name;
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}
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return false;
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}) as BoundingBoxes.ConnectorBox;
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CurrentPlayer.GlobalPosition = connector.GlobalPosition;
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}
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public void MoveToArea(string path, string connector)
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{
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_currentConnector = connector;
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if (path != _currentMapResourcePath)
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{
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var scene = ResourceLoader.Load<PackedScene>(path);
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LoadScene(scene);
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_currentMapResourcePath = path;
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}
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// after finished loading, move our player to the connector
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MovePlayerToConnector(connector);
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}
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public void _on_area_2d_requested_enter(
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BoundingBoxes.ConnectorBox box,
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Player player)
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{
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GD.Print("Requesting to enter " + box.ToConnector);
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MoveToArea(box.ToArea, box.ToConnector);
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}
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public void SaveGame()
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{
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throw new System.NotImplementedException();
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}
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public void LoadGame()
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{
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throw new System.NotImplementedException();
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}
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/// <summary>
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/// Sets the player's saved spawn position.
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/// </summary>
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/// <param name="position">The position to save and spawn the player in</param>
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/// <param name="mapKey">
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/// The map to spawn the player in. If <see langword="null" />, use the
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/// <c>World</c>'s <c>CurrentMap</c>
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/// </param>
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public void SetSpawn(Vector2 position, string mapKey = null)
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{
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GD.Print("Set spawn");
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if (mapKey is null)
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{
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mapKey = CurrentMap.SceneFilePath;
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SaveLocation = position;
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SaveMapKey = mapKey;
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}
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}
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public void SpawnPlayer()
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{
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// TODO: add max health property
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//CurrentPlayer.Health = 100;
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//CurrentPlayer.Sprite.Visible = true;
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if (CurrentMap.SceneFilePath != SaveMapKey)
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{
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LoadScene(SaveMapKey);
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}
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CurrentPlayer.GlobalPosition = SaveLocation;
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CurrentPlayer.Spawn();
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}
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}
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