2025-03-22 17:16:17 -06:00
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class_name World extends Node
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## Access and flow control for the game world.
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2025-04-19 10:11:10 -06:00
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@export var pause_enabled := true
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2025-04-10 18:29:00 -06:00
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@export var spook_manager: SpookManager
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@export_category("Game Scenes")
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2025-03-22 17:16:17 -06:00
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@export var initial_level: PackedScene
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@export var pause_scene: PackedScene
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2025-04-19 16:18:12 -06:00
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@export var kill_screen_scene: PackedScene
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var current_level: PackedScene
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2025-03-22 17:16:17 -06:00
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@onready var level_root: Node3D = %LevelRoot
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@onready var ui_root: Control = %UIRoot
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static var instance: World
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func _ready() -> void:
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World.instance = self
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2025-04-19 16:18:12 -06:00
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Game.manager.player_dead.connect(on_player_death)
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2025-03-22 17:16:17 -06:00
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load_level(initial_level)
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func _unhandled_input(event: InputEvent) -> void:
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2025-04-19 10:11:10 -06:00
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if event.is_action_pressed("pause") and pause_enabled:
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2025-03-22 17:16:17 -06:00
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pause()
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func pause() -> void:
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get_tree().paused = true
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var pause_menu: Control = pause_scene.instantiate()
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ui_root.add_child(pause_menu)
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2025-03-22 19:16:52 -06:00
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pause_menu.tree_exiting.connect(unpause)
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2025-03-22 17:16:17 -06:00
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func unpause() -> void:
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get_tree().paused = false
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func load_level(level: PackedScene) -> void:
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for c: Node in level_root.get_children():
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c.queue_free()
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2025-04-19 16:18:12 -06:00
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current_level = level
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2025-03-22 17:16:17 -06:00
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level_root.add_child(level.instantiate())
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2025-04-19 16:18:12 -06:00
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func on_player_death() -> void:
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var kill_screen: Control = kill_screen_scene.instantiate()
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kill_screen.tree_exiting.connect(on_game_over)
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ui_root.add_child(kill_screen)
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func on_game_over() -> void:
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# TODO: reload from last checkpoint
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# in the mean time, just reload the level
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load_level(current_level)
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