grunk/src/game/game_manager.gd

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class_name GameManagerType extends Node
## Autoloaded singleton encapsulating game state.
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## Emitted just after `delta` is added to the player's grunk tank.
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signal grunk_collected(delta: float)
## Emitted just after the grunk tank is emptied, where `amount` is how much had been collected.
signal grunk_emptied(amount: float)
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## Emitted just before the alert level is raised to `new_value`.
signal alert_raised(new_value: int)
## Emitted just before the alert level is reset to zero.
signal alert_cleared
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## Emitted just after the player collects an item.
signal item_collected(item: Item)
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const MAX_ALERT := 6
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## Maximum amount of grunk the player can carry in their tank.
@export var grunk_tank_limit := 120000
## Amount of grunk the player is currently carrying.
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var grunk_tank := 0.0
## Total amount of grunk that has been deposited by the player.
var grunk_vault := 0.0
## Level of grunk agressiveness, raised whenever the player messes up.
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var alert_level := 0
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## Add to the player's grunk tank.
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func collect_grunk(delta: float) -> void:
grunk_tank += delta
grunk_collected.emit(delta)
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## Empty the player's grunk tank, e.g. when depositing grunk.
func empty_tank() -> void:
var amount := grunk_tank
grunk_tank = 0.0
grunk_emptied.emit(amount)
## Deposit the player's grunk in the vault, emptying the player's tank.
func deposit_tank() -> void:
grunk_vault += grunk_tank
empty_tank()
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func is_tank_full() -> bool:
return grunk_tank >= grunk_tank_limit
func get_tank_fill_pct() -> float:
return grunk_tank / grunk_tank_limit
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## Raise the alert level, if possible.
func raise_alert(delta: int) -> void:
var new_value := clampi(alert_level + delta, 0, MAX_ALERT)
if new_value != alert_level:
alert_raised.emit(new_value)
alert_level = new_value
## Reset the alert level to zero.
func clear_alert() -> void:
alert_cleared.emit()
alert_level = 0