131 lines
5.2 KiB
GDScript
131 lines
5.2 KiB
GDScript
extends Control
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@export var world_path : NodePath = NodePath()
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@onready var game_running_widgets : Control = $'GameRunningWidgets'
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@onready var game_startup_widgets : Control = $'GameStartupWidgets'
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@onready var game_finished_widgets : Control = $'GameFinishedWidgets'
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@onready var game_level_select_widgets : Control = $'GameLevelSelectWidgets'
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@onready var level_list_container: HBoxContainer = $'GameLevelSelectWidgets/LevelListContainer'
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@onready var player1_score_label : Label = $'GameRunningWidgets/Player1Widgets/ScoreLabel'
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@onready var player1_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player1Widgets/EnergyProgressBar'
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@onready var player2_score_label : Label = $'GameRunningWidgets/Player2Widgets/ScoreLabel'
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@onready var player2_energy_progressbar : ProgressBar = $'GameRunningWidgets/Player2Widgets/EnergyProgressBar'
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@onready var player2_widgets : Control = $'GameRunningWidgets/Player2Widgets'
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@onready var time_left_label : Label = $'GameRunningWidgets/TimeWidgets/TimeLeftLabel'
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@onready var winner_label : Label = $'GameFinishedWidgets/VBoxContainer/WinnerLabel'
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@onready var player1_stats_points : Label = $'GameFinishedWidgets/VBoxContainer/HBoxContainer/Player1Stats/Points'
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@onready var player2_stats_points : Label = $'GameFinishedWidgets/VBoxContainer/HBoxContainer/Player2Stats/Points'
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var world : World = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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world = get_node(world_path)
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initialize_level_buttons()
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game_level_select_widgets.connect("visibility_changed", on_game_level_select_visibility_changed)
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if world.players.size() == 1:
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player2_widgets.visible = false
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func _process(_delta):
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if world.game_state == World.GameState.Startup:
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game_startup_widgets.visible = true
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game_running_widgets.visible = false
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game_finished_widgets.visible = false
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game_level_select_widgets.visible = false
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elif world.game_state == World.GameState.LevelSelect:
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game_startup_widgets.visible = false
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game_running_widgets.visible = false
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game_finished_widgets.visible = false
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game_level_select_widgets.visible = true
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elif world.game_state == World.GameState.Running:
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game_startup_widgets.visible = false
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game_running_widgets.visible = true
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game_finished_widgets.visible = false
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game_level_select_widgets.visible = false
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var minutes = floor(world.time_left / 60.)
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var seconds = fmod(floor(world.time_left), 60)
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var milliseconds = floor((world.time_left - floor(world.time_left)) * 10)
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time_left_label.text = str(minutes) + ":" + str(seconds) + ":" + str(milliseconds)
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player1_score_label.add_theme_color_override("font-color", world.players[0].color)
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if player2_widgets.visible:
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player2_score_label.add_theme_color_override("font-color", world.players[1].color)
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elif world.game_state == World.GameState.Finished:
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game_startup_widgets.visible = false
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game_running_widgets.visible = false
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game_finished_widgets.visible = true
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game_level_select_widgets.visible = false
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player1_score_label.text = str(world.players[0].score)
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player1_energy_progressbar.value = world.players[0].energy
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player1_stats_points.text = str(world.players[0].score)
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var winner_player : Player = world.players[0]
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if player2_widgets.visible:
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player2_score_label.text = str(world.players[1].score)
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player2_energy_progressbar.value = world.players[1].energy
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player2_stats_points.text = str(world.players[1].score)
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if world.players[1].score > world.players[0].score:
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winner_player = world.players[1]
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winner_label.add_theme_color_override("font_color", winner_player.color)
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winner_label.text = winner_player.name + " wins!"
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func _input(event):
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if event.is_action_pressed("ui_accept"):
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if world.game_state == World.GameState.Startup:
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world.game_state = World.GameState.LevelSelect
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if event.is_action_pressed("ui_menu"):
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if world.game_state == World.GameState.Finished:
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world.game_state = World.GameState.Startup
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if event.is_action_pressed("ui_cancel"):
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if world.game_state == World.GameState.LevelSelect:
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world.game_state = World.GameState.Startup
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func initialize_level_buttons():
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var level_button : Button = level_list_container.get_child(0)
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if level_button == null:
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push_error("Cannot initialize level selection: no level button found!")
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return
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var level_select_button_group : ButtonGroup = level_button.button_group
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level_select_button_group.connect("pressed", on_level_button_pressed)
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func update_selected_level():
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var level_button: Button = level_list_container.get_child(0)
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if level_button == null:
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push_error("Cannot update selected level: no level found")
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var button_index: int = -1
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for button: Button in level_button.button_group.get_buttons():
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button_index += 1
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if button_index == world.level_index:
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button.grab_focus()
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return
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func on_level_button_pressed(button: Button):
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print("level button " + str(button) + " pressed")
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var button_index: int = -1
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for level_button : Button in level_list_container.get_children():
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button_index += 1
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print(str(level_button) + " toggled: " + str(level_button.is_hovered()))
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if level_button == button:
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world.level_index = button_index
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print("level index: " + str(world.level_index))
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world.game_state = World.GameState.Running
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func on_game_level_select_visibility_changed():
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update_selected_level()
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