extends Node2D class_name Game @onready var button_spawner: Spawner = $ButtonSpawner @onready var time_spawner: Spawner = $TimeSpawner @onready var time_spawner_timer: Timer = $TimeSpawner/Timer @onready var store_collector: Collector = $StoreCollector @onready var store_collector_panel: Panel = $StoreCollector/Panel @onready var store_collector_texturerect: TextureRect = $StoreCollector/Panel/TextureRect @onready var store_collector_counter: Label = $StoreCollector/Panel/Label @onready var ghost: Ghost = $Ghost func trigger_spawn(): button_spawner.spawn() signal score_changed(total: int) func _on_score_changed(total: int): score_changed.emit(total) func _on_upgraded_auto_spawn(scene: PackedScene, period: float): time_spawner.scene = scene time_spawner_timer.wait_time = period time_spawner_timer.start() func _on_upgraded_manual_spawn(scene: PackedScene): button_spawner.scene = scene func _on_purchase_begin(what: PurchasableItem): print("[Game] Beginning purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type) store_collector.collecting_types = [what.item_cost_type] store_collector.collecting_amount = what.item_cost_goal store_collector.collected_count = 0 store_collector.goal.connect(_handle_purchase_success.bind(what)) update_counter_icon() update_counter_text() store_collector_panel.show() time_spawner_timer.stop() func _handle_purchase_success(what: PurchasableItem): what.complete_purchase() func _on_purchase_cancel(what: PurchasableItem): print("[Game] Cancelled purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type) store_collector.collecting_types = [] store_collector.goal.disconnect(_handle_purchase_success) store_collector_panel.hide() ghost.process_mode = Node.PROCESS_MODE_DISABLED ghost.hide() time_spawner_timer.start() func _on_purchase_success(what: PurchasableItem): print("[Game] Succedeed purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type) store_collector.collecting_types = [] store_collector.goal.disconnect(_handle_purchase_success) store_collector_panel.hide() ghost.process_mode = Node.PROCESS_MODE_DISABLED ghost.hide() time_spawner_timer.start() func _on_store_collector_collected(_body: RigidBody2D): update_counter_text() func update_counter_text(): store_collector_counter.text = "%d" % (store_collector.collecting_amount - store_collector.collected_count) @export var upgrade_copper_texture: Texture2D @export var upgrade_silver_texture: Texture2D @export var upgrade_gold_texture: Texture2D func update_counter_icon(): if len(store_collector.collecting_types) == 0: store_collector_texturerect.texture = null elif store_collector.collecting_types[0] == &"Copper": store_collector_texturerect.texture = upgrade_copper_texture elif store_collector.collecting_types[0] == &"Silver": store_collector_texturerect.texture = upgrade_silver_texture elif store_collector.collecting_types[0] == &"Gold": store_collector_texturerect.texture = upgrade_gold_texture else: store_collector_texturerect.texture = null func _on_ghost_requested(scene: PackedScene, texture: Texture2D): ghost.scene_to_instantiate = scene ghost.preview_texture = texture ghost.process_mode = Node.PROCESS_MODE_INHERIT ghost.show() func _on_ghost_materialize(): var instantiated = ghost.materialize() if not instantiated: print("[Game] The ghost can't materialize; the spawning is cancelled!") return var spawner = instantiated.find_child("Spawner") if spawner != null: spawner.target = self func _on_shop_ui_delete_begin(): var converters = find_children("*", "Converter", true, false) for converter in converters: converter.pending_deletion() func _on_shop_ui_delete_end(): var converters = find_children("*", "Converter", true, false) for converter in converters: converter.ending_deletion()