class_name World extends Node ## Access and flow control for the game world. @export var pause_enabled := true @export var save_path := "user://saved_game.tscn" @export var manager: WorldManager @export var spook_manager: SpookManager @export_category("Game Scenes") @export var initial_level: PackedScene @export var pause_scene: PackedScene @export var kill_screen_scene: PackedScene var current_level: PackedScene @onready var level_root: Node3D = %LevelRoot @onready var ui_root: Control = %UIRoot 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) load_level(initial_level) func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("pause") and pause_enabled: pause() func pause() -> void: get_tree().paused = true var pause_menu: Control = pause_scene.instantiate() ui_root.add_child(pause_menu) pause_menu.tree_exiting.connect(unpause) func unpause() -> void: get_tree().paused = false func load_level(level: PackedScene) -> void: for c: Node in level_root.get_children(): c.queue_free() current_level = level level_root.add_child(level.instantiate()) 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) func on_game_over() -> void: # TODO: reload from last checkpoint # in the mean time, just reload the level Game.instance.queue_scene(save_path) func _reown_tree(node: Node) -> void: for c: Node in node.get_children(): c.set_owner(self) _reown_tree(c) func save_progress() -> void: # No way this works, right? print("Preparing world for save...") var save := PackedScene.new() _reown_tree(self) save.pack(self) print("Writing save to ", save_path) ResourceSaver.save(save, save_path)