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main.gd
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extends Node2D
@export_group("Debug")
@export var skip_current_level: bool = false:
set(value):
if value and OS.has_feature("debug") and is_node_ready():
_on_hud_skip_tutorial_pressed()
var _world: World
var _master_volume: float
@onready var _level_manager: LevelManager = $LevelManager
func _create_world():
var provider: LevelProvider = _level_manager.get_current_level_provider()
_world = load(provider.level_scene_path).instantiate()
_world.level_provider = provider
_world.current_state = World.GameState.INTRO
_world.finished.connect(_on_world_finished, CONNECT_DEFERRED)
# Show "thanks" on last scripted level (1st random level)
if _level_manager.current_level == _level_manager.level_infos.size() - 2:
$HUD.thanks_visible = true
$HUD.show_title()
add_child(_world)
func _destroy_world():
remove_child(_world)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_create_world()
$HUD.show_title()
$Transition.fade_in()
func _on_world_finished() -> void:
$HUD.skip_tutorial_visible = false
$HUD.thanks_visible = false
$Transition/FadeOutTimer.start()
func _on_in_game_menu_closed() -> void:
$InGameMenu.hide()
$HUD.show()
$PostFX.hide()
AudioServer.set_bus_volume_db(0, _master_volume)
await get_tree().create_timer(0.05).timeout
get_tree().paused = false
func _on_hud_igm_pressed() -> void:
get_tree().paused = true
_master_volume = AudioServer.get_bus_volume_db(0)
$HUD.hide()
$InGameMenu.show()
$PostFX.show()
await get_tree().create_timer(0.05).timeout
AudioServer.set_bus_volume_db(0, 0)
func _on_transition_finished(anim_name) -> void:
match anim_name:
"fade_in":
_world.current_state = World.GameState.PLAYING
$HUD.skip_tutorial_visible = _world.tutorial
"fade_out":
_destroy_world()
$LevelManager.current_level += 1
_create_world()
$Transition.fade_in()
func _on_hud_skip_tutorial_pressed() -> void:
_world.current_state = World.GameState.FINISHED
func _on_fade_out_timer_timeout() -> void:
$Transition.fade_out()