grunk/src/world/world.gd
2025-04-22 12:08:09 -06:00

88 lines
2.2 KiB
GDScript

class_name World extends Node
## Access and flow control for the game world.
@export var pause_enabled := true
@export var save_path := "user://save_state.res"
@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, save: SaveState = null) -> void:
for c: Node in level_root.get_children():
c.queue_free()
level_root.remove_child(c)
current_level = level
print("Instantiating level from ", level.resource_path)
var level_instance := level.instantiate()
#if save:
#level_instance.ready.connect(func() -> void: save.load_to_world(self), CONNECT_ONE_SHOT)
level_root.add_child(level_instance)
if save:
save.load_to_world(self)
print("Done!")
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 _reload_saved(save: SaveState) -> void:
load_level(current_level, save)
func on_game_over() -> void:
# reload the level from the last save
if ResourceLoader.exists(save_path):
Game.instance.queue_load(save_path).finally(_reload_saved)
else:
load_level(current_level)
func save_progress() -> void:
print("Preparing save state...")
var save := SaveState.serialize(self)
print("Writing save to ", save_path)
ResourceSaver.save(save, save_path)
print("Done!")