Now About Social Code
summaryrefslogtreecommitdiff
path: root/scripts/dungeon_manager.gd
blob: e08814f3663e4dd962d2fc690b50e54389cd132b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
extends Node3D

var grid: Array[Tile.Tile] = []
var grid_width: int
var grid_height: int

var enemy_inst = preload("res://prefabs/enemy.tscn")
var exit_inst = preload("res://prefabs/exit.tscn")
var bsp_level_inst = preload("res://prefabs/bsp_level_generator.tscn")

var level_done: bool = false

# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	spawn_level()

func spawn_level() -> void:
	var bsp_level = bsp_level_inst.instantiate()
	bsp_level.connect("grid_generated", _grid_generated)
	$LevelContainer.add_child(bsp_level)

func place_objects() -> void:
	for y in range(grid_height):
		for x in range(grid_width):
			var pos = Vector2i(x, y)
			if grid[pos.y * grid_width + pos.x] == Tile.Tile.PLAYER:
				$Player.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
			elif grid[pos.y * grid_width + pos.x] == Tile.Tile.ENEMY:
				var enemy = enemy_inst.instantiate()
				# Target is controlled through enemy wander AI
				enemy.target = null
				enemy.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
				$LevelContainer.add_child.call_deferred(enemy)
			elif grid[pos.y * grid_width + pos.x] == Tile.Tile.PORTAL:
				var exit: Area3D = exit_inst.instantiate()
				exit.connect("body_entered", _on_player_exit)
				exit.position = Vector3(pos.x, 0, pos.y) + Vector3(0.5, 0, 0.5)
				$LevelContainer.add_child.call_deferred(exit)
	
func reset_level() -> void:
	for child in $LevelContainer.get_children():
		print("Child is ", child)
		$LevelContainer.remove_child(child)
		child.queue_free()
	
	spawn_level()
	level_done = false
	
func _process(_delta: float) -> void:
	if level_done:
		reset_level()

func _on_player_exit(_body: Node3D):
	level_done = true

func _grid_generated(p_grid: Array[Tile.Tile], p_grid_width: int, p_grid_height: int) -> void:
	grid = p_grid
	grid_width = p_grid_width
	grid_height = p_grid_height
	
	place_objects()