SupaLidlGame/Utils/World.cs

259 lines
6.6 KiB
C#

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