184 lines
6.5 KiB
GDScript
184 lines
6.5 KiB
GDScript
class_name LevelManager
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extends Node
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## Manage level changes in games.
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##
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## A helper script to assign to a node in a scene.
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## It works with a level loader and can open menus when players win or lose.
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## It can either be assigned a starting level path or a scene lister.
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## It can detect signals from levels to change levels in an open-world.
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## With a scene lister, it will instead traverse through levels linearly.
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## Required reference to a level loader in the scene.
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@export var level_loader : LevelLoader
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## Optional path to a starting level scene.
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## Required if there is no scene lister.
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@export_file var starting_level_path : String
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## Optional reference to a scene lister in the scene.
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## Required if there is no starting level path.
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@export var scene_lister : SceneLister
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## Whether to load the starting level when ready.
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@export var auto_load : bool = true
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@export_group("Scenes")
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## Path to a main menu scene.
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@export_file("*.tscn") var main_menu_scene_path : String
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## Optional path to an ending scene.
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@export_file("*.tscn") var ending_scene_path : String
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## Optional screen to be shown after the game is won.
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@export var game_won_scene : PackedScene
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## Optional screen to be shown after the level is lost.
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@export var level_lost_scene : PackedScene
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## Optional screen to be shown after the level is won.
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@export var level_won_scene : PackedScene
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## If Maaack's Scene Loader is installed, then it will be used to change scenes.
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@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
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## Reference to the current level node.
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var current_level : Node
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var current_level_path : String : set = set_current_level_path
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var checkpoint_level_path : String : set = set_checkpoint_level_path
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func set_current_level_path(value : String) -> void:
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current_level_path = value
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func set_checkpoint_level_path(value : String) -> void:
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checkpoint_level_path = value
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func _try_connecting_signal_to_node(node : Node, signal_name : String, callable : Callable) -> void:
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if node.has_signal(signal_name) and not node.is_connected(signal_name, callable):
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node.connect(signal_name, callable)
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func _try_connecting_signal_to_level(signal_name : String, callable : Callable) -> void:
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_try_connecting_signal_to_node(current_level, signal_name, callable)
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func get_main_menu_scene_path() -> String:
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return main_menu_scene_path
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func _load_main_menu() -> void:
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if scene_loader_node:
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scene_loader_node.load_scene(get_main_menu_scene_path())
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else:
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get_tree().change_scene_to_file(get_main_menu_scene_path())
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func _find_in_scene_lister(level_path : String) -> int:
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if not scene_lister: return -1
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level_path = ResourceUID.ensure_path(level_path)
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return scene_lister.files.find(level_path)
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func is_on_last_level() -> bool:
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var current_level_id = _find_in_scene_lister(current_level_path)
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return current_level_id > -1 and current_level_id == scene_lister.files.size() - 1
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func get_relative_level_path(offset : int = 1) -> String:
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var current_level_id := _find_in_scene_lister(current_level_path)
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if current_level_id > -1:
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if current_level_id >= max(0, -(offset)) and current_level_id < scene_lister.files.size() - max(0, offset):
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current_level_id += offset
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return scene_lister.files[current_level_id]
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return ""
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func get_next_level_path() -> String:
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return get_relative_level_path(1)
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func get_prev_level_path() -> String:
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return get_relative_level_path(-1)
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func get_ending_scene_path() -> String:
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return ending_scene_path
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func _load_ending() -> void:
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if not get_ending_scene_path().is_empty():
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if scene_loader_node:
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scene_loader_node.load_scene(get_ending_scene_path())
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else:
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get_tree().change_scene_to_file(get_ending_scene_path())
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else:
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_load_main_menu()
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func _on_level_lost() -> void:
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if level_lost_scene:
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var instance = level_lost_scene.instantiate()
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get_tree().current_scene.add_child(instance)
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_try_connecting_signal_to_node(instance, &"restart_pressed", _reload_level)
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_try_connecting_signal_to_node(instance, &"main_menu_pressed", _load_main_menu)
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else:
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_reload_level()
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func get_checkpoint_level_path() -> String:
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if checkpoint_level_path.is_empty():
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if scene_lister:
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return scene_lister.files.front()
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if not starting_level_path.is_empty():
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return starting_level_path
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return checkpoint_level_path
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func load_level(level_path : String) -> void:
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current_level_path = level_path
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level_loader.load_level(level_path)
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func _load_checkpoint_level() -> void:
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load_level(get_checkpoint_level_path())
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func _reload_level() -> void:
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load_level(current_level_path)
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func _load_win_screen_or_ending() -> void:
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if game_won_scene:
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var instance = game_won_scene.instantiate()
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get_tree().current_scene.add_child(instance)
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_try_connecting_signal_to_node(instance, &"continue_pressed", _load_ending)
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_try_connecting_signal_to_node(instance, &"restart_pressed", _reload_level)
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_try_connecting_signal_to_node(instance, &"main_menu_pressed", _load_main_menu)
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else:
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_load_ending()
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func _load_level_won_screen_or_checkpoint() -> void:
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if level_won_scene:
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var instance = level_won_scene.instantiate()
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get_tree().current_scene.add_child(instance)
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_try_connecting_signal_to_node(instance, &"continue_pressed", _load_checkpoint_level)
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_try_connecting_signal_to_node(instance, &"restart_pressed", _reload_level)
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_try_connecting_signal_to_node(instance, &"main_menu_pressed", _load_main_menu)
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else:
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_load_checkpoint_level()
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func _on_level_won(next_level_path : String = ""):
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if next_level_path.is_empty():
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next_level_path = get_next_level_path()
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if next_level_path.is_empty():
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_load_win_screen_or_ending()
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else:
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checkpoint_level_path = next_level_path
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_load_level_won_screen_or_checkpoint()
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func _on_level_changed(next_level_path : String):
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checkpoint_level_path = next_level_path
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_load_checkpoint_level()
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func _connect_level_signals() -> void:
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_try_connecting_signal_to_level(&"level_lost", _on_level_lost)
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_try_connecting_signal_to_level(&"level_won", _on_level_won)
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_try_connecting_signal_to_level(&"level_changed", _on_level_changed)
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func _on_level_loader_level_loaded() -> void:
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current_level = level_loader.current_level
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await current_level.ready
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_connect_level_signals()
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func _on_level_loader_level_load_started() -> void:
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pass
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func _on_level_loader_level_ready() -> void:
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pass
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func _auto_load() -> void:
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if auto_load:
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_load_checkpoint_level()
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func _ready() -> void:
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if Engine.is_editor_hint(): return
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level_loader.level_loaded.connect(_on_level_loader_level_loaded)
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level_loader.level_ready.connect(_on_level_loader_level_ready)
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level_loader.level_load_started.connect(_on_level_loader_level_load_started)
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_auto_load()
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