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algodist-steffo-nanogolf/scenes/level_manager.gd
2024-03-16 05:55:02 +01:00

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GDScript

extends Node
class_name LevelManager
@export_category("References")
## The [LevelPlaylist] to use to load [GolfLevel]s from.
@export var playlist: LevelPlaylist = null
## The [PlayerNodeDirectory] to use to determine which players to spawn on clients.
@export var player_dir: PlayerNodeDirectory = null
## Emitted when the [GolfBall] for the local player was spawned in a level.
signal local_player_spawned(ball: GolfBall, level: GolfLevel)
## Emitted when the current level is about to be destroyed.
signal level_destroying(level: GolfLevel)
## Emitted when the next level has been determined by calling [LevelPlaylist.advance].
signal level_determined(scene: PackedScene)
## Emitted when the new level has been added to the tree, but not built.
signal level_created(level: GolfLevel)
## Emitted when a level has been completed.
signal level_completed(level: GolfLevel)
## Emitted when all levels in the [field playlist] have been exausted.
signal playlist_complete(playlist: LevelPlaylist)
## The blank [GolfLevel] to initialize on clients.
const base_scene: PackedScene = preload("res://scenes/golf_level.tscn")
## The currently instantiated [GolfLevel].
var level: GolfLevel = null
## Create the empty [GolfLevel] object everywhere.
@rpc("authority", "call_local", "reliable")
func rpc_next_level():
Log.peer(self, "Advancinng to the next level!")
# Destroy the current level
if level != null:
Log.peer(self, "Destroying the current level: %s" % level)
level_destroying.emit(level)
level.queue_free()
level = null
# Determine the next level
Log.peer(self, "Determining the next level...")
var next = playlist.advance()
Log.peer(self, "Determined the next level: %s" % next)
level_determined.emit(next)
## Make sure the playlist hasn't been exausted
if next == null:
Log.peer(self, "Playlist is complete, not doing anything.")
playlist_complete.emit(playlist)
return
# Create the new level
Log.peer(self, "Instantiating empty level template...")
level = base_scene.instantiate()
Log.peer(self, "Instantiated empty level template: %s" % level)
# Configure the new level
Log.peer(self, "Configuring level variables...")
level.player_dir = player_dir
level.local_player_spawned.connect(_on_local_player_spawned)
level.level_completed.connect(_on_level_completed)
if multiplayer.is_server():
Log.peer(self, "Instantiating the target level scene...")
level.target = next.instantiate()
Log.peer(self, "Instantiated the target level scene: %s" % level.target)
# Add the level to the tree
Log.peer(self, "Adding level to the tree...")
add_child(level, true)
level_created.emit(level)
# Start the replication
if multiplayer.is_server():
Log.peer(self, "Building level...")
level.build()
func _on_level_completed() -> void:
Log.peer(self, "Level completed!")
level_completed.emit(level)
if is_multiplayer_authority():
rpc_next_level.rpc()
func _on_local_player_spawned(ball: GolfBall) -> void:
Log.peer(self, "Local player spawned: %s" % ball)
local_player_spawned.emit(ball, level)