mirror of
https://github.com/Steffo99/hella-farm.git
synced 2024-11-27 18:44:23 +00:00
91 lines
2.1 KiB
GDScript
91 lines
2.1 KiB
GDScript
extends Node
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class_name Main
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@onready var tree: SceneTree = get_tree()
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@onready var ui_container: Control = %"SafeMarginContainer"
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## The possible states the game can be in.
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enum Stage {
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NONE = 0,
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MENU = 1,
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OPTIONS = 2,
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GAME = 3,
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}
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## The [Stage] the game is currently in.
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##
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## Changing this will automatically destroy and build the relevant scenes.
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var current_stage: Stage:
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get:
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return current_stage
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set(value):
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# Do not rebuild scenes if the stage is set to the value it's already set to
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if value == current_stage:
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return
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# Destroy the current scenes
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match current_stage:
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Stage.MENU:
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destroy_menu()
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Stage.GAME:
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destroy_game()
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# Update the current stage
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current_stage = value
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# Build the next scenes
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match current_stage:
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Stage.MENU:
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build_menu()
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Stage.GAME:
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build_game()
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## The [Stage] that [field current_stage] should be set to upon starting the game.
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@export var starting_stage: Stage
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## The main menu scene.
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const SCENE_MENU: PackedScene = preload("res://scenes/menu/main_menu.tscn")
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const SCENE_GAME: PackedScene = preload("res://scenes/game/main_game.tscn")
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## The main menu node.
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var scene_menu: MainMenu = null
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var scene_game: MainGame = null
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## Destroy the [MainMenu].
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func destroy_menu() -> void:
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scene_menu.queue_free()
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scene_menu = null
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## Build the [MainMenu].
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func build_menu() -> void:
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scene_menu = SCENE_MENU.instantiate()
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scene_menu.selected_play.connect(_on_menu_selected_play)
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scene_menu.selected_options.connect(_on_menu_selected_options)
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ui_container.add_child(scene_menu)
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## Destroy the [MainGame].
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func destroy_game() -> void:
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scene_game.queue_free()
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scene_game = null
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## Build the [MainGame].
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func build_game() -> void:
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scene_game = SCENE_GAME.instantiate()
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add_child(scene_game)
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func _ready() -> void:
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current_stage = starting_stage
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func _on_menu_selected_play() -> void:
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current_stage = Stage.GAME
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func _on_menu_selected_options() -> void:
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current_stage = Stage.OPTIONS
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func _on_game_selected_exit() -> void:
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current_stage = Stage.MENU
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func _input(event: InputEvent) -> void:
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if event is InputEventKey:
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if event.is_action(&"ui_home"):
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current_stage = Stage.MENU
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