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algodist-steffo-nanogolf/scenes/level_manager.gd

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2.2 KiB
GDScript

extends Node
class_name LevelManager
## The levels that should be loaded by the server and sent to the clients.
const levels: Array[PackedScene] = [
preload("res://scenes/golf_level_1.tscn"),
preload("res://scenes/golf_level_2.tscn"),
]
## The index of the current level in [field levels].
var level_idx: int = -1
## Class containing the components of a level.
class Components:
## All levels must include a [TileMap] named "TileMap".
var tilemap: TileMap = null
## The [PackedScene] to initialize on clients as [TileMap].
const tilemap_scene: PackedScene = preload("res://scenes/golf_tilemap.tscn")
## All levels must include a [GolfTee] named "GolfTee".
##
## It will be used to spawn the player
var tee: GolfTee = null
## The [PackedScene] to initialize on clients as [GolfTee].
const tee_scene: PackedScene = preload("res://scenes/golf_tee.tscn")
## All levels must include a [GolfHole] named "GolfHole".
var hole: GolfHole = null
## The [PackedScene] to initialize on clients as [GolfHole].
const hole_scene = preload("res://scenes/golf_hole.tscn")
## Create a new [Components] instance from a [PackedScene].
static func from_scene(scene: PackedScene) -> Components:
var obj = new()
obj.tilemap = scene.get_node("TileMap")
obj.tee = scene.get_node("GolfTee")
obj.hole = scene.get_node("GolfHole")
return obj
## Create the [TileMap] object on clients.
@rpc("authority", "call_remote", "reliable")
func rpc_build_tilemap(parent: Node):
var obj = tilemap_scene.instantiate()
parent.add_child(obj)
## Create the [GolfTee] object on clients.
@rpc("authority", "call_remote", "reliable")
func rpc_build_tee(parent: Node, position: Vector2):
var obj = tee_scene.instantiate()
obj.position = position
parent.add_child(obj)
## Create the [GolfHole] object on clients.
@rpc("authority", "call_remote", "reliable")
func rpc_build_hole(parent: Node, position: Vector2, scale: Vector2):
var obj = hole_scene.instantiate()
obj.position = position
obj.scale = scale
parent.add_child(obj)
## TODO: Place tiles
func get_current_level() -> PackedScene:
return levels[level_idx]
func load_level_components() -> Components:
return Components.from_scene(get_current_level())