grunk/src/world/world.gd

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class_name World extends Node
## Access and flow control for the game world.
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@export var pause_enabled := true
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@export var save_state: SaveState
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@export var manager: WorldManager
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@export var spook_manager: SpookManager
@export_category("Game Scenes")
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@export var initial_level: PackedScene
@export var pause_scene: PackedScene
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@export var kill_screen_scene: PackedScene
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var current_level_scene: PackedScene
var current_level: Level
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@onready var level_root: Node3D = %LevelRoot
@onready var ui_root: Control = %UIRoot
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@onready var save_icon: MarginContainer = %SaveIcon
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static var instance: World
func _ready() -> void:
World.instance = self
manager.alert_raised.connect(spook_manager.on_alert_raised)
manager.alert_cleared.connect(spook_manager.on_alert_cleared)
manager.player_dead.connect(on_player_death)
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if initial_level:
load_level(initial_level)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("pause") and pause_enabled:
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pause()
func pause() -> void:
get_tree().paused = true
var pause_menu: Control = pause_scene.instantiate()
ui_root.add_child(pause_menu)
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pause_menu.tree_exiting.connect(unpause)
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func unpause() -> void:
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():
c.queue_free()
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level_root.remove_child(c)
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current_level_scene = level
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print("Instantiating level from ", level.resource_path)
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current_level = level.instantiate()
level_root.add_child(current_level)
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if save_state:
save_state.load_to_world(self)
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print("Done!")
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spook_manager.after_level_init()
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func on_player_death() -> void:
var kill_screen: Control = kill_screen_scene.instantiate()
kill_screen.tree_exiting.connect(on_game_over)
ui_root.add_child(kill_screen)
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func _reload_saved(save: SaveState) -> void:
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save_state = save
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load_level(current_level_scene)
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func on_game_over() -> void:
# reload the level from the last save
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var save_path := current_level.get_save_path()
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if FileAccess.file_exists(save_path):
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Game.instance.queue_load(save_path).finally(_reload_saved)
else:
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load_level(current_level_scene)
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func save_progress() -> void:
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print("Preparing save state...")
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save_icon.show()
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var save := SaveState.serialize(self)
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var save_path := current_level.get_save_path()
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print("Writing save to ", save_path)
ResourceSaver.save(save, save_path)
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save_icon.hide()
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print("Done!")