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Game.gd
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Game.gd
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extends Node2D
export var main_menu_path : String
export var level_0_path : String
signal scene_loaded
var player_inv: Array = []
var items: Array = ["cape","ring","wings","shield"]
var volume = {"PrimaryBG":0.0,"Secondary":0.0}
var audio_fade_in_length = 3
func _ready():
volume.PrimaryBG = $AudioManager/PrimaryBG.get_volume_db()
volume.Secondary = $AudioManager/Secondary.get_volume_db()
$AudioManager/PrimaryBG.set_volume_db(-80)
$AudioManager/Secondary.set_volume_db(-80)
$CanvasLayer/Black.visible = true
$CanvasLayer/Black/ColorRect.set_modulate(Color(255,255,255,255))
for child in $SceneManager.get_children():
child.queue_free()
var scene = load(main_menu_path).instance()
$SceneManager.add_child(scene)
scene.connect("load_scene", self, "load_and_add_scene")
$CanvasLayer/Animations.play("fade_in")
if "primary_audio" in scene:
audio_manager(scene.primary_audio, "primary")
if "secondary_audio" in scene:
audio_manager(scene.secondary_audio, "secondary")
yield($CanvasLayer/Animations,"animation_finished")
yield($AudioManager/Tween,"tween_all_completed")
$CanvasLayer/Black.visible = false
func _input(_event):
if Input.is_action_just_pressed("ui_cancel"):
get_tree().quit()
func load_and_add_scene(path : String):
if path != "":
$CanvasLayer/Black.visible = true
$CanvasLayer/Animations.play("fade_out")
fade_out($AudioManager/PrimaryBG)
fade_out($AudioManager/Secondary)
yield($CanvasLayer/Animations,"animation_finished")
yield($AudioManager/Tween,"tween_all_completed")
for child in $SceneManager.get_children():
child.queue_free()
var scene = load(path).instance()
$SceneManager.add_child(scene)
scene.connect("load_scene", self, "load_and_add_scene")
scene.connect("game_over", self, "game_over")
scene.connect("dialog", self, "dialog")
scene.connect("add_inv", self, "add_to_inventory")
if scene.get_node("Player") != null:
scene.get_node("Player").inv = player_inv
$CanvasLayer/Animations.play("fade_in")
if "primary_audio" in scene:
audio_manager(scene.primary_audio, "primary")
if "secondary_audio" in scene:
audio_manager(scene.secondary_audio, "secondary")
yield($CanvasLayer/Animations,"animation_finished")
yield($AudioManager/Tween,"tween_all_completed")
$CanvasLayer/Black.visible = false
emit_signal("scene_loaded")
else:
print("Game.gd|load_and_add_scene()|ERROR: path empty!")
func audio_manager(audio: AudioStream,track: String):
if audio != null:
if track == "primary":
$AudioManager/PrimaryBG.set_stream(audio)
fade_in($AudioManager/PrimaryBG)
elif track == "secondary":
$AudioManager/Secondary.set_stream(audio)
fade_in($AudioManager/Secondary)
else:
print("game.gd|audio|Error: not valid track")
else:
print("game.gd|audio|Error: Not valid audiostream")
func fade_out(stream_player: AudioStreamPlayer):
print("fade_out called")
# tween music volume down to 0
$AudioManager/Tween.interpolate_property(stream_player, "volume_db",
stream_player.get_volume_db(), -80, 2, Tween.TRANS_LINEAR, Tween.EASE_IN, 0)
$AudioManager/Tween.start()
yield($AudioManager/Tween,"tween_completed")
stream_player.stop()
func fade_in(stream_player: AudioStreamPlayer):
print("fade_in called")
# tween music volume up from -80
var target_vol = 0.0
if stream_player.name == volume.keys()[0]:
target_vol = volume.PrimaryBG
else:
target_vol = volume.Secondary
$AudioManager/Tween.interpolate_property(stream_player, "volume_db",
-40, target_vol, audio_fade_in_length, Tween.TRANS_LINEAR, Tween.EASE_IN, 0)
$AudioManager/Tween.start()
stream_player.play()
func dialog(text):
$CanvasLayer/Text.visible = true
if text is Array:
for line in text:
$CanvasLayer/Text/ColorRect/Label.set_text(line)
yield($CanvasLayer/Text/ColorRect/Button, "pressed")
if text is String:
$CanvasLayer/Text/ColorRect/Label.set_text(text)
yield($CanvasLayer/Text/ColorRect/Button, "pressed")
$CanvasLayer/Text.visible = false
$CanvasLayer/Text/ColorRect/Label.set_text("")
func add_to_inventory(item: String):
if item in items:
player_inv.append(item)
if item == "cape":
add_cape()
if item == "ring":
add_ring()
if item == "wings":
add_wings()
if item == "shield":
add_shield()
else:
print("Game:add_to_inventory: Item invalid")
func add_cape():
print("Cape added to inventory")
func add_ring():
print("Ring added to inventory")
func add_wings():
print("Wings added to inventory")
func add_shield():
print("Shield added to inventory")
func game_over(death):
if death == "snake":
snake_death()
elif death == "queen_beetle":
queen_death()
elif death == "flying_frog":
frog_death()
else:
death()
func death():
load_and_add_scene(level_0_path)
yield(self,"scene_loaded")
$Timer.start()
yield($Timer,"timeout")
dialog(["[You feel well-rested]","Lunara: What a terrible dream..."])
func snake_death():
load_and_add_scene(level_0_path)
yield(self,"scene_loaded")
$Timer.start()
yield($Timer,"timeout")
dialog(["[You feel well-rested]","Lunara: I think I should be more careful..."])
func queen_death():
load_and_add_scene(level_0_path)
yield(self,"scene_loaded")
$Timer.start()
yield($Timer,"timeout")
var lines = ["I cannot attack her head on.","What a strong creature.","I need to stay back...","How can I avoid the attacks?","I know I can do this!","There must be a better way..."]
dialog(["[You feel well-rested]",lines[round(rand_range(-0.2,lines.size()-0.8))]])
func frog_death():
load_and_add_scene(level_0_path)
yield(self,"scene_loaded")
$Timer.start()
yield($Timer,"timeout")
dialog(["[You feel well-rested]","Lunara: I can't give up now, I'm almost done..."])