Attempt2/lib/singleton_autoloads/LevelInfo.gd

85 lines
3.1 KiB
GDScript

extends Node
## LevelInfo
# Intended to allow nodes to get info about game levels and aid
# in transition of levels.
# Resets the camera, translates start position for players from
# the previously loaded level to the new one.
# Also invokes scene transition while nodes load.
##TODO: Should be based on screen position for starter
onready var player_start_position := Vector2(50,50)
onready var current_music_track :AudioStream
##TODO: Main can probably be derived from project properties
onready var main = get_node("/root/Main")
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():
assert(main != null, "LevelInfo: No Main Scene found.")
assert(viewport_container != null, "LevelInfo: No Viewport Container")
assert(viewport != null, "LevelInfo: No Viewport node found.")
assert(camera_guide != null, "LevelInfo: No CameraGuide node found.")
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_path :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( _level_path ).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(), "completed")
if (main.debug_singletons):
print(l)
viewport.remove_child(l)
viewport.add_child(new_level)
viewport.move_child(new_level,SceneTransition.get_index() + 1)
##TODO: Probably set start position
if new_level.entrances.has(_position_name):
player_start_position = new_level.entrances[_position_name].transform.origin
SceneTransition.reset()
#camera_guide.transform.origin = Vector2(160,90)
camera_guide.reset_position()
camera_guide.enable_tracking()