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Begin working on level manager
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5 changed files with 93 additions and 0 deletions
2
scenes/golf_tee.gd
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scenes/golf_tee.gd
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extends Node2D
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class_name GolfTee
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6
scenes/golf_tee.tscn
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scenes/golf_tee.tscn
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[gd_scene load_steps=2 format=3 uid="uid://c5vbxqhevocy7"]
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[ext_resource type="Script" path="res://scenes/golf_tee.gd" id="1_wboy6"]
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[node name="GolfTee" type="Node2D"]
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script = ExtResource("1_wboy6")
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8
scenes/golf_tilemap.tscn
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scenes/golf_tilemap.tscn
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[gd_scene load_steps=2 format=3 uid="uid://dck5lkoxskrel"]
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[ext_resource type="TileSet" uid="uid://17esn8g8xqik" path="res://tiles/hole_tile_set.tres" id="1_uf2u7"]
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[node name="TileMap" type="TileMap"]
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tile_set = ExtResource("1_uf2u7")
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format = 2
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layer_0/name = "Walls"
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74
scenes/level_manager.gd
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scenes/level_manager.gd
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extends Node
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class_name LevelManager
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## The levels that should be loaded by the server and sent to the clients.
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const levels: Array[PackedScene] = [
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preload("res://scenes/golf_level_1.tscn"),
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preload("res://scenes/golf_level_2.tscn"),
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]
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## The index of the current level in [field levels].
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var level_idx: int = -1
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## Class containing the components of a level.
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class Components:
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## All levels must include a [TileMap] named "TileMap".
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var tilemap: TileMap = null
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## The [PackedScene] to initialize on clients as [TileMap].
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const tilemap_scene: PackedScene = preload("res://scenes/golf_tilemap.tscn")
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## All levels must include a [GolfTee] named "GolfTee".
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##
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## It will be used to spawn the player
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var tee: GolfTee = null
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## The [PackedScene] to initialize on clients as [GolfTee].
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const tee_scene: PackedScene = preload("res://scenes/golf_tee.tscn")
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## All levels must include a [GolfHole] named "GolfHole".
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var hole: GolfHole = null
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## The [PackedScene] to initialize on clients as [GolfHole].
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const hole_scene = preload("res://scenes/golf_hole.tscn")
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## Create a new [Components] instance from a [PackedScene].
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static func from_scene(scene: PackedScene) -> Components:
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var obj = new()
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obj.tilemap = scene.get_node("TileMap")
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obj.tee = scene.get_node("GolfTee")
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obj.hole = scene.get_node("GolfHole")
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return obj
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## Create the [TileMap] object on clients.
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@rpc("authority", "call_remote", "reliable")
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func rpc_build_tilemap(parent: Node):
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var obj = tilemap_scene.instantiate()
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parent.add_child(obj)
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## Create the [GolfTee] object on clients.
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@rpc("authority", "call_remote", "reliable")
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func rpc_build_tee(parent: Node, position: Vector2):
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var obj = tee_scene.instantiate()
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obj.position = position
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parent.add_child(obj)
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## Create the [GolfHole] object on clients.
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@rpc("authority", "call_remote", "reliable")
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func rpc_build_hole(parent: Node, position: Vector2, scale: Vector2):
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var obj = hole_scene.instantiate()
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obj.position = position
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obj.scale = scale
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parent.add_child(obj)
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## TODO: Place tiles
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func get_current_level() -> PackedScene:
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return levels[level_idx]
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func load_level_components() -> Components:
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return Components.from_scene(get_current_level())
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3
scenes/level_manager.tscn
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3
scenes/level_manager.tscn
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[gd_scene format=3 uid="uid://dnryhtnk21ep1"]
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[node name="LevelManager" type="Node"]
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