fun stuff
This commit is contained in:
@@ -23,133 +23,133 @@ public partial class GameManager : Node
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var main = GetTree().Root.GetNode<Main>("/root/Main");
|
||||
for (var i = 0; i < main.NumberOfPlayers; i++)
|
||||
{
|
||||
var player = PlayerScenes[i].Instantiate();
|
||||
Players = Players.Append((Player)player);
|
||||
GetTree().Root.AddChild(player);
|
||||
}
|
||||
var main = GetTree().Root.GetNode<Main>("/root/Main");
|
||||
for (var i = 0; i < main.NumberOfPlayers; i++)
|
||||
{
|
||||
var player = PlayerScenes[i].Instantiate();
|
||||
Players = Players.Append((Player)player);
|
||||
GetTree().Root.AddChild(player);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnAllEnemiesDefeated()
|
||||
{
|
||||
OnLevelClear();
|
||||
OnLevelClear();
|
||||
}
|
||||
|
||||
public void OnHandleCharacterSelectUI(Player player)
|
||||
{
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
}
|
||||
|
||||
public void SetToNextCharacter(Player player)
|
||||
{
|
||||
player.CharacterIndex = (++player.CharacterIndex) % player.CharactersLeftOnStage.Count();
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
player.CharacterIndex = (++player.CharacterIndex) % player.CharactersLeftOnStage.Count();
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
}
|
||||
|
||||
public void SetToPreviousCharacter(Player player)
|
||||
{
|
||||
player.CharacterIndex = player.CharacterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player.CharacterIndex;
|
||||
player.CharacterIndex = player.CharacterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player.CharacterIndex;
|
||||
}
|
||||
|
||||
public void ResetPlayerPosition(Player player)
|
||||
{
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
}
|
||||
|
||||
public void OnCharacterSelected(Player player)
|
||||
{
|
||||
var sfxPlayer = GetTree().Root.GetNode<AudioStreamPlayer>("Main/SFXPlayer");
|
||||
var audioStream = ResourceLoader.Load<AudioStream>("Audio/SFX/Select.wav");
|
||||
sfxPlayer.Stream = audioStream;
|
||||
sfxPlayer.Play();
|
||||
if (player.CharactersLeftOnStage.Any())
|
||||
{
|
||||
var character = player.CharactersLeftOnStage[player.CharacterIndex];
|
||||
var instance = (Character)character.Instantiate();
|
||||
instance.Initialize(player);
|
||||
player.SelectedCharacter = instance;
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
GetTree().Root.AddChild(player.SelectedCharacter);
|
||||
}
|
||||
var sfxPlayer = GetTree().Root.GetNode<AudioStreamPlayer>("Main/SFXPlayer");
|
||||
var audioStream = ResourceLoader.Load<AudioStream>("Audio/SFX/Select.wav");
|
||||
sfxPlayer.Stream = audioStream;
|
||||
sfxPlayer.Play();
|
||||
if (player.CharactersLeftOnStage.Any())
|
||||
{
|
||||
var character = player.CharactersLeftOnStage[player.CharacterIndex];
|
||||
var instance = (Character)character.Instantiate();
|
||||
instance.Initialize(player);
|
||||
player.SelectedCharacter = instance;
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
GetTree().Root.AddChild(player.SelectedCharacter);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveCharacter(Player player)
|
||||
{
|
||||
ResetPlayerPosition(player);
|
||||
ResetPlayerPosition(player);
|
||||
|
||||
player.CharactersLeftOnStage.RemoveAt(player.CharacterIndex);
|
||||
if (player.SelectedCharacter is not null)
|
||||
GetTree().Root.RemoveChild(player.SelectedCharacter);
|
||||
player.CharactersLeftOnStage.RemoveAt(player.CharacterIndex);
|
||||
if (player.SelectedCharacter is not null)
|
||||
GetTree().Root.RemoveChild(player.SelectedCharacter);
|
||||
|
||||
player.CharacterIndex = 0;
|
||||
if (player.CharactersLeftOnStage.Any())
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
player.CharacterIndex = 0;
|
||||
if (player.CharactersLeftOnStage.Any())
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
|
||||
if (!player.CharactersExited.Any() && !player.CharactersLeftOnStage.Any())
|
||||
SetGameOver(player, true);
|
||||
if (!player.CharactersExited.Any() && !player.CharactersLeftOnStage.Any())
|
||||
SetGameOver(player, true);
|
||||
|
||||
if (Players.All(x => !x.CharactersLeftOnStage.Any()) && Players.Any(x => x.CharactersExited.Any()))
|
||||
OnLevelClear();
|
||||
if (Players.All(x => !x.CharactersLeftOnStage.Any()) && Players.Any(x => x.CharactersExited.Any()))
|
||||
OnLevelClear();
|
||||
}
|
||||
|
||||
public void RemoveCharacterAndAddToExit(Player player)
|
||||
{
|
||||
ResetPlayerPosition(player);
|
||||
player.CharactersExited.Add(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
RemoveCharacter(player);
|
||||
ResetPlayerPosition(player);
|
||||
player.CharactersExited.Add(player.CharactersLeftOnStage.ElementAt(player.CharacterIndex));
|
||||
RemoveCharacter(player);
|
||||
}
|
||||
|
||||
public void SetGameOver(Player player, bool isGameOver)
|
||||
{
|
||||
player.GameOver = isGameOver;
|
||||
if (isGameOver)
|
||||
EmitSignal(SignalName.OnPlayerGameOver);
|
||||
GD.Print($"Game over for {player.Name}");
|
||||
player.GameOver = isGameOver;
|
||||
if (isGameOver)
|
||||
EmitSignal(SignalName.OnPlayerGameOver);
|
||||
GD.Print($"Game over for {player.Name}");
|
||||
}
|
||||
|
||||
public void ReloadGameScene()
|
||||
{
|
||||
GD.Print("Reloading scene");
|
||||
var players = GetTree().Root.GetChildren().OfType<Player>();
|
||||
foreach (var player in players)
|
||||
player.QueueFree();
|
||||
var levels = GetTree().Root.GetChildren().OfType<Level>();
|
||||
foreach (var level in levels)
|
||||
level.QueueFree();
|
||||
GetTree().ReloadCurrentScene();
|
||||
GD.Print("Reloading scene");
|
||||
var players = GetTree().Root.GetChildren().OfType<Player>();
|
||||
foreach (var player in players)
|
||||
player.QueueFree();
|
||||
var levels = GetTree().Root.GetChildren().OfType<Level>();
|
||||
foreach (var level in levels)
|
||||
level.QueueFree();
|
||||
GetTree().ReloadCurrentScene();
|
||||
}
|
||||
|
||||
public void OnLevelClear()
|
||||
{
|
||||
var enemies = GetTree().GetNodesInGroup("Enemy").Where(x => !x.IsQueuedForDeletion());
|
||||
foreach (var enemy in enemies)
|
||||
enemy.QueueFree();
|
||||
var enemies = GetTree().GetNodesInGroup("Enemy").Where(x => !x.IsQueuedForDeletion());
|
||||
foreach (var enemy in enemies)
|
||||
enemy.QueueFree();
|
||||
|
||||
var playerCharacters = GetTree().GetNodesInGroup("Player");
|
||||
var playerCharacters = GetTree().GetNodesInGroup("Player");
|
||||
|
||||
EmitSignal(SignalName.ClearPlayerBG, 0);
|
||||
EmitSignal(SignalName.ClearPlayerBG, 1);
|
||||
EmitSignal(SignalName.ClearPlayerBG, 0);
|
||||
EmitSignal(SignalName.ClearPlayerBG, 1);
|
||||
|
||||
foreach (var player in Players)
|
||||
{
|
||||
player.CharactersLeftOnStage.AddRange(player.CharactersExited);
|
||||
player.CharactersExited.Clear();
|
||||
player.CharacterIndex = 0;
|
||||
}
|
||||
foreach (var player in Players)
|
||||
{
|
||||
player.CharactersLeftOnStage.AddRange(player.CharactersExited);
|
||||
player.CharactersExited.Clear();
|
||||
player.CharacterIndex = 0;
|
||||
}
|
||||
|
||||
|
||||
foreach (var character in playerCharacters)
|
||||
character.GetParent().RemoveChild(character);
|
||||
foreach (var character in playerCharacters)
|
||||
character.GetParent().RemoveChild(character);
|
||||
|
||||
var projectiles = GetTree().GetNodesInGroup("Projectile").Where(x => !x.IsQueuedForDeletion());
|
||||
foreach (var projectile in projectiles)
|
||||
projectile.QueueFree();
|
||||
var projectiles = GetTree().GetNodesInGroup("Projectile").Where(x => !x.IsQueuedForDeletion());
|
||||
foreach (var projectile in projectiles)
|
||||
projectile.QueueFree();
|
||||
|
||||
var main = GetTree().Root.GetNode<Main>("/root/Main");
|
||||
_levelIndex++;
|
||||
main.LoadNextLevel(_levelIndex);
|
||||
var main = GetTree().Root.GetNode<Main>("/root/Main");
|
||||
_levelIndex++;
|
||||
main.LoadNextLevel(_levelIndex);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user