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GGJ26/scenes/managers/game_manager.gd
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bro this starts looking good
2026-01-31 21:21:51 +01:00

167 lines
4.7 KiB
GDScript

@tool
extends Node
class_name GameManager
@export_category("Complete rosters")
@export var character_roster: Array[CharacterResource]
@export var 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_category("Random levels")
@export var max_roster_size: int = 3;
@export_tool_button("Create chara roster") var create_roster_action = create_new_roster
var current_chara_roster: Array[MaskedChara]
enum GameState {
READY,
GUEST_REVIEW,
FINISHED
}
enum Levels {
LVL1,
LVL2,
RANDOM
}
var current_game_state = GameState.READY
var current_level = Levels.LVL1
var first_guest = true
var current_guest: MaskedChara
var selected_seat: Seat
@onready var camera_2d: Camera2D = $"../Camera2D"
@onready var ring_bell: Sprite2D = $"../RingBell"
func create_new_roster() -> void:
print("Create new roster")
current_chara_roster = []
print(character_roster.size())
var roster_for_this_round = character_roster.duplicate()
var max_number_of_people = min(max_roster_size, character_roster.size())
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)
# Associate a single mask (for now) to the character
var mask: MaskResource = mask_roster.pick_random()
var face_mask = mask if mask.region == MaskResource.Region.EYES else null
var mouth_mask = mask if mask.region == MaskResource.Region.MOUTH else null
var masked_chara = MaskedChara.new(chara, face_mask, mouth_mask)
current_chara_roster.append(masked_chara)
print("Added %s to roster" % chara.name)
print(character_roster.size())
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
print("Guest is %s" % current_guest.character.name)
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
for table in tables:
final_score += table.compute_score()
print("Final score: %s" % final_score)
# Progress levels
current_game_state = GameState.READY
ring_bell.visible = true
mask_list.visible = false
if current_level == Levels.LVL1:
current_level = Levels.LVL2
else:
current_level = Levels.RANDOM
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
character.visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_ready_bell_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton and event.is_pressed():
if current_game_state == GameState.READY:
on_ready_bell_pressed()
func on_ready_bell_pressed() -> void:
if(current_game_state != GameState.READY):
return
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]
else:
create_new_roster()
current_game_state = GameState.GUEST_REVIEW
ring_bell.visible = false
mask_list.visible = true
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()