Files
GGJ26/scenes/managers/game_manager.gd
Minimata a37aeb620d
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 9s
Create tag and build when new code gets to main / Export (push) Successful in 1m44s
few UX improvements
2026-02-02 16:58:09 +01:00

227 lines
6.6 KiB
GDScript

@tool
extends Node
class_name GameManager
@export_category("Complete rosters")
@export var character_roster: Array[CharacterResource]
@export var face_mask_roster: Array[MaskResource]
@export var mouth_mask_roster: Array[MaskResource]
@export_category("References")
@export var character: Character
@export var guest_list: List
@export var mask_list: List
@export_category("Tables")
@export var tables: Array[Table]
@export_category("Predetermined levels")
@export_group("Level 1")
@export var lvl1_guest_1: MaskedChara
@export var lvl1_guest_2: MaskedChara
@export_group("Level 2")
@export var lvl2_guest_1: MaskedChara
@export var lvl2_guest_2: MaskedChara
@export_group("Level 3")
@export var lvl3_guest_1: MaskedChara
@export var lvl3_guest_2: MaskedChara
@export var lvl3_guest_3: MaskedChara
@export_category("Random levels")
@export var current_level: Levels = Levels.LVL1
@export var max_number_guests: int = 9
@export var no_mask_probability: float = 0.2
@export var dual_mask_probability: float = 0.2
@export_tool_button("Create chara roster") var create_roster_action = create_new_roster
signal ring_bell_noise
signal victory_noise
signal defeat_noise
var current_chara_roster: Array[MaskedChara]
enum GameState {
READY,
GUEST_REVIEW,
FINISHED
}
enum Levels {
LVL1,
LVL2,
LVL3,
RANDOM
}
var current_game_state = GameState.READY
var first_guest = true
var current_guest: MaskedChara
var selected_seat: Seat
var roster_size: int = 2
@onready var camera_2d: Camera2D = $"../Camera2D"
@onready var ring_bell: Sprite2D = $"../RingBell"
@onready var bell_anim_player: AnimationPlayer = $"../RingBell/AnimationPlayer"
func create_new_roster() -> void:
current_chara_roster = []
var roster_for_this_round = character_roster.duplicate()
var max_number_of_people = min(roster_size, character_roster.size(), max_number_guests)
for i in range(max_number_of_people):
# Pick unique characters for the roster
var random_index = randi_range(0, roster_for_this_round.size() - 1)
var chara: CharacterResource = roster_for_this_round.pop_at(random_index)
var mouth_mask: MaskResource
var eyes_mask: MaskResource
var no_masked = randf() <= no_mask_probability
if (no_masked):
current_chara_roster.append(MaskedChara.new(chara, eyes_mask, mouth_mask))
continue
var should_pick_eye_mask = randi_range(0, 1) == 1
var dual_masked = randf() <= dual_mask_probability
if (should_pick_eye_mask):
eyes_mask = face_mask_roster.pick_random()
if dual_masked:
mouth_mask = mouth_mask_roster.pick_random()
else:
mouth_mask = mouth_mask_roster.pick_random()
if dual_masked:
eyes_mask = face_mask_roster.pick_random()
var masked_chara = MaskedChara.new(chara, eyes_mask, mouth_mask)
current_chara_roster.append(masked_chara)
func review_next_guest():
# See previous guest out
if not first_guest:
character.go_out()
var timer = get_tree().create_timer(2)
await timer.timeout
# Check if we have more guests, if not we go to the ending
current_guest = current_chara_roster.pop_front()
if current_guest == null:
current_game_state = GameState.FINISHED
compute_ending()
return
# Process next guest
character.chara_resource = current_guest.character
character.mask_eyes.mask_resource = current_guest.face_mask
character.mask_mouth.mask_resource = current_guest.mouth_mask
first_guest = false
character.come_in()
func compute_ending():
var camera_tween = get_tree().create_tween()
camera_tween.set_ease(Tween.EASE_IN_OUT)
camera_tween.set_trans(Tween.TRANS_CUBIC)
camera_tween.tween_property(camera_2d, "position", Vector2(2720.0, 0), 1.0)
camera_tween.tween_callback(ending_tween_cb)
func ending_tween_cb():
var final_score = 0.0
var table1_score = tables[0].compute_score()
var table2_score = tables[1].compute_score()
var table3_score = tables[2].compute_score()
final_score = table1_score + table2_score + table3_score
print("Final score: %s" % final_score)
var is_defeat = table1_score < 0 or table2_score < 0 or table3_score < 0
if is_defeat:
defeat_noise.emit()
else:
victory_noise.emit()
await get_tree().create_timer(4).timeout
var camera_tween = get_tree().create_tween()
camera_tween.set_ease(Tween.EASE_IN_OUT)
camera_tween.set_trans(Tween.TRANS_CUBIC)
camera_tween.tween_property(camera_2d, "position", Vector2.ZERO, 0.5)
await get_tree().create_timer(0.5).timeout
# Progress levels
current_game_state = GameState.READY
ring_bell.visible = true
bell_anim_player.play("idle")
if is_defeat:
return
if current_level == Levels.LVL1:
current_level = Levels.LVL2
elif current_level == Levels.LVL2:
current_level = Levels.LVL3
else:
roster_size += 1
current_level = Levels.RANDOM
func _ready() -> void:
character.visible = false
func _on_ready_bell_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton and event.is_pressed():
ring_bell_noise.emit()
if current_game_state == GameState.READY:
on_ready_bell_pressed()
func on_ready_bell_pressed() -> void:
if(current_game_state != GameState.READY):
return
for table in tables:
table.initialize()
guest_list.visible = true
if current_level == Levels.LVL1:
current_chara_roster = [lvl1_guest_1, lvl1_guest_2]
elif current_level == Levels.LVL2:
current_chara_roster = [lvl2_guest_1, lvl2_guest_2]
mask_list.visible = true
elif current_level == Levels.LVL3:
current_chara_roster = [lvl3_guest_1, lvl3_guest_2, lvl3_guest_3]
else:
create_new_roster()
var all_chara_in_current_roster: Array[CharacterResource] = []
var all_masks_in_current_roster: Array[MaskResource] = []
for masked_chara in current_chara_roster:
all_chara_in_current_roster.append(masked_chara.character)
if masked_chara.face_mask != null:
all_masks_in_current_roster.append(masked_chara.face_mask)
if masked_chara.mouth_mask != null:
all_masks_in_current_roster.append(masked_chara.mouth_mask)
mask_list.set_list(all_masks_in_current_roster)
guest_list.set_list(all_chara_in_current_roster)
current_game_state = GameState.GUEST_REVIEW
bell_anim_player.stop()
ring_bell.visible = false
first_guest = true
review_next_guest()
func on_seat_clicked(seat: Seat) -> void:
if current_guest == null and not current_game_state == GameState.GUEST_REVIEW:
return
selected_seat = seat
var camera_tween = get_tree().create_tween()
camera_tween.set_ease(Tween.EASE_IN_OUT)
camera_tween.set_trans(Tween.TRANS_CUBIC)
camera_tween.tween_property(camera_2d, "position", Vector2.ZERO, 1.0)
camera_tween.tween_callback(camera_tween_cb)
func camera_tween_cb() -> void:
selected_seat.set_guest(current_guest)
review_next_guest()