Joey Eamigh 9989fab018
addons?
2025-10-10 14:07:23 -04:00

201 lines
6.8 KiB
GDScript

class_name LevelManager
extends Node
## Manage level changes in games.
##
## A helper script to assign to a node in a scene.
## It works with a level loader and can open menus when players win or lose.
## It can either be assigned a starting level path or a scene lister.
## It can detect signals from levels to change levels in an open-world.
## With a scene lister, it will instead traverse through levels linearly.
## Required reference to a level loader in the scene.
@export var level_loader : LevelLoader
## Optional path to a starting level scene.
## Required if there is no scene lister.
@export_file var starting_level_path : String
## Optional reference to a scene lister in the scene.
## Required if there is no starting level path.
@export var scene_lister : SceneLister
## Whether to load the starting level when ready.
@export var auto_load : bool = true
@export_group("Scenes")
## Path to a main menu scene.
## Will attempt to read from AppConfig if left empty.
@export_file("*.tscn") var main_menu_scene_path : String
## Optional path to an ending scene.
## Will attempt to read from AppConfig if left empty
@export_file("*.tscn") var ending_scene_path : String
## Optional screen to be shown after the game is won.
@export var game_won_scene : PackedScene
## Optional screen to be shown after the level is lost.
@export var level_lost_scene : PackedScene
## Optional screen to be shown after the level is won.
@export var level_won_scene : PackedScene
@export_group("Debugging")
## Loads a level on start.
@export_file("*.tscn") var force_level_path : String = ""
## Reference to the current level node.
var current_level : Node
var current_level_path : String :
set = set_current_level_path
func set_current_level_path(value : String) -> void:
current_level_path = value
var next_level_path : String :
set = set_next_level_path
func set_next_level_path(value : String) -> void:
next_level_path = value
func _try_connecting_signal_to_node(node : Node, signal_name : String, callable : Callable) -> void:
if node.has_signal(signal_name) and not node.is_connected(signal_name, callable):
node.connect(signal_name, callable)
func _try_connecting_signal_to_level(signal_name : String, callable : Callable) -> void:
_try_connecting_signal_to_node(current_level, signal_name, callable)
func get_main_menu_scene_path() -> String:
if main_menu_scene_path.is_empty():
return AppConfig.main_menu_scene_path
return main_menu_scene_path
func _load_main_menu() -> void:
SceneLoader.load_scene(get_main_menu_scene_path())
func _find_in_scene_lister(level_path : String) -> int:
if not scene_lister: return -1
return scene_lister.files.find(level_path)
func has_next_level() -> bool:
if scene_lister:
var current_level_id = _find_in_scene_lister(current_level_path)
return current_level_id < scene_lister.files.size() - 1
return (not next_level_path.is_empty()) and next_level_path != current_level_path
func is_on_last_level() -> bool:
return not has_next_level()
func _advance_level() -> bool:
if is_on_last_level(): return false
var current_level_id := _find_in_scene_lister(current_level_path)
if current_level_id > -1:
current_level_id += 1
current_level_path = scene_lister.files[current_level_id]
return true
current_level_path = next_level_path
next_level_path = ""
return true
func _advance_and_load_main_menu() -> void:
_advance_level()
_load_main_menu()
func get_ending_scene_path() -> String:
if ending_scene_path.is_empty():
return AppConfig.ending_scene_path
return ending_scene_path
func _load_ending() -> void:
if not get_ending_scene_path().is_empty():
SceneLoader.load_scene(get_ending_scene_path())
else:
_load_main_menu()
func _on_level_lost() -> void:
if level_lost_scene:
var instance = level_lost_scene.instantiate()
get_tree().current_scene.add_child(instance)
_try_connecting_signal_to_node(instance, &"restart_pressed", _reload_level)
_try_connecting_signal_to_node(instance, &"main_menu_pressed", _load_main_menu)
else:
_reload_level()
func get_current_level_path() -> String:
if current_level_path.is_empty():
current_level_path = starting_level_path
if scene_lister:
current_level_path = scene_lister.files.front()
return current_level_path if force_level_path.is_empty() else force_level_path
func load_current_level() -> void:
level_loader.load_level(get_current_level_path())
func _advance_and_reload_level() -> void:
var _prior_level_path = current_level_path
_advance_level()
current_level_path = _prior_level_path
load_current_level()
func _load_next_level() -> void:
_advance_level()
load_current_level()
func _reload_level() -> void:
load_current_level()
func _load_win_screen_or_ending() -> void:
if game_won_scene:
var instance = game_won_scene.instantiate()
get_tree().current_scene.add_child(instance)
_try_connecting_signal_to_node(instance, &"continue_pressed", _load_ending)
_try_connecting_signal_to_node(instance, &"restart_pressed", _reload_level)
_try_connecting_signal_to_node(instance, &"main_menu_pressed", _load_main_menu)
else:
_load_ending()
func _load_level_won_screen_or_next_level() -> void:
if level_won_scene:
var instance = level_won_scene.instantiate()
get_tree().current_scene.add_child(instance)
_try_connecting_signal_to_node(instance, &"continue_pressed", _load_next_level)
_try_connecting_signal_to_node(instance, &"restart_pressed", _advance_and_reload_level)
_try_connecting_signal_to_node(instance, &"main_menu_pressed", _advance_and_load_main_menu)
else:
_load_next_level()
func _on_level_won():
if is_on_last_level():
_load_win_screen_or_ending()
else:
_load_level_won_screen_or_next_level()
func _on_level_won_and_changed(next_level : String):
next_level_path = next_level
_on_level_won()
func _on_level_changed(next_level : String):
next_level_path = next_level
_load_next_level()
func _connect_level_signals() -> void:
_try_connecting_signal_to_level(&"level_lost", _on_level_lost)
_try_connecting_signal_to_level(&"level_won", _on_level_won)
_try_connecting_signal_to_level(&"level_won_and_changed", _on_level_won_and_changed)
_try_connecting_signal_to_level(&"level_changed", _on_level_changed)
_try_connecting_signal_to_level(&"level_passed", _load_next_level)
_try_connecting_signal_to_level(&"next_level_set", set_next_level_path)
func _on_level_loader_level_loaded() -> void:
current_level = level_loader.current_level
await current_level.ready
_connect_level_signals()
func _on_level_loader_level_load_started() -> void:
pass
func _on_level_loader_level_ready() -> void:
pass
func _auto_load() -> void:
if auto_load:
load_current_level()
func _ready() -> void:
if Engine.is_editor_hint(): return
level_loader.level_loaded.connect(_on_level_loader_level_loaded)
level_loader.level_ready.connect(_on_level_loader_level_ready)
level_loader.level_load_started.connect(_on_level_loader_level_load_started)
_auto_load()