Attempt2/lib/singleton_autoloads/LevelInfo.gd

83 lines
3.2 KiB
GDScript3

extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
##TODO: Should be based on screen position for starter
onready var player_start_position := Vector2(50,50)
onready var current_music_track :AudioStream
onready var viewport_container = get_node("/root/Main/ViewportContainer") #$ViewportContainer
onready var viewport = get_node("/root/Main/ViewportContainer/Viewport") # $ViewportContainer/Viewport
onready var camera_guide :CameraGuide = get_node("/root/Main/ViewportContainer/Viewport/CameraGuide")
func _ready():
NetworkManager.connect("game_started", self, "_on_game_started")
NetworkManager.connect("game_ended", self, "_on_game_ended")
func _on_game_started():
camera_guide.enable_tracking()
func _on_game_ended():
camera_guide.disable_tracking()
camera_guide.reset_position()
func change_music_track(_music_track :AudioStream ):
if current_music_track != _music_track:
current_music_track = _music_track
var juke_box: AudioStreamPlayer = get_node("/root/Main/MusicPlayer")
if juke_box:
if juke_box.playing:
juke_box.stop()
juke_box.stream = current_music_track
juke_box.play()
else:
push_warning("Music Player '/root/Main/MusicPlayer' not found.")
func stop_music():
var juke_box: AudioStreamPlayer = get_node("/root/Main/MusicPlayer")
if juke_box:
if juke_box.playing:
juke_box.stop()
func change_level(_level_name :String, _position_name :String):
print("res://src/levels/" + _level_name + ".tscn" )
var SceneTransition = get_node("/root/Main/ViewportContainer/Viewport/SceneTransition")
#var simultaneous_scene = preload("res://levels/level2.tscn").instance()
var new_level = load("res://src/levels/" + _level_name + ".tscn" ).instance()
#print (get_tree().get_root().get_children())
for l in viewport.get_children():
#print (get_node("/root/Main").get_children())
if l is Level:
camera_guide.disable_tracking()
##TODO: Disabled signal based yield because I think it was taking too long
# No more errors but I'd like to know how to do this.
#SceneTransition.transition_dissolve("foo")
#yield(SceneTransition,"done")
yield(SceneTransition.transition_dissolve("foo"), "completed")
print(l)
viewport.remove_child(l)
viewport.add_child(new_level)
##TODO: make this right below scene transition
viewport.move_child(new_level,2)
#get_node("/root/Main/ViewportContainer/Viewport/World").remove_child(l)
#get_node("/root/Main/ViewportContainer/Viewport/World").add_child(new_level)
#get_node("/root/Main/ViewportContainer/Viewport/World").move_child(new_level,1)
##TODO: Probably set start position
if new_level.entrances.has(_position_name):
player_start_position = new_level.entrances[_position_name].transform.origin
#print (get_node("/root/Main/ViewportContainer/Viewport").get_children())
#get_node("/root/Main/ViewportContainer/Viewport/CameraGuide").global_position = Vector2(160,90)
SceneTransition.reset()
camera_guide.transform.origin = Vector2(160,90)
camera_guide.enable_tracking()
#get_node("/root/Main").add_child_below_node(SceneTransition,new_level)
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass