Fix game over

This commit is contained in:
2023-09-06 17:41:53 -07:00
parent 5acfb9300c
commit aac5fbd297
14 changed files with 301 additions and 72 deletions

View File

@@ -6,7 +6,7 @@ using System.Linq;
public partial class GameManager : Node
{
[Signal]
public delegate void OnGameOverEventHandler();
public delegate void OnPlayerGameOverEventHandler();
[Signal]
public delegate void ReselectCharacterEventHandler(Player player);
@@ -17,6 +17,8 @@ public partial class GameManager : Node
private int _levelIndex;
public bool IsGameOverScreenOn = false;
public override void _Ready()
{
var main = GetTree().Root.GetNode<Main>("/root/Main");
@@ -84,6 +86,9 @@ public partial class GameManager : Node
if (!player.CharactersExited.Any() && !player.CharactersLeftOnStage.Any())
SetGameOver(player, true);
if (Players.All(x => !x.CharactersLeftOnStage.Any()) && Players.Any(x => x.CharactersExited.Any()))
OnLevelClear();
}
public void RemoveCharacterAndAddToExit(Player player)
@@ -103,10 +108,22 @@ public partial class GameManager : Node
{
player.GameOver = isGameOver;
if (isGameOver)
EmitSignal(SignalName.OnGameOver);
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();
}
public void OnLevelClear()
{
foreach (var player in Players)
@@ -114,9 +131,12 @@ public partial class GameManager : Node
player.CharactersLeftOnStage.AddRange(player.CharactersExited);
player.CharactersExited.Clear();
player.CharacterIndex = 0;
GetTree().Root.RemoveChild(player.SelectedCharacter);
}
var playerCharacters = GetTree().GetNodesInGroup("Player");
foreach (var character in playerCharacters)
character.GetParent().RemoveChild(character);
var projectiles = GetTree().Root.GetChildren().OfType<Projectile>();
foreach (var projectile in projectiles)
projectile.QueueFree();