Files
NeonCollapse/game/levels/abstract_level.gd
T
2026-07-02 21:34:10 +03:00

135 lines
3.7 KiB
GDScript

class_name AbstractLevel
extends Node2D
const CORRUPTION_DAMAGE = 10.0
@export var initial_corruption_x := -400.0
@export var corruption_speed := 200.0
@export var desctruction_offset := 100.0
var _corruption_x: float
@onready var player : Player = $Player
@onready var pause_menu : PauseMenu = $%PauseMenu
@onready var game_over_menu : GameOverMenu = $%GameOverMenu
@onready var completion_menu : CompletionMenu = $%CompletionMenu
@onready var health_bar : HealthBar = $%HealthBar
@onready var corruption_timer : Timer = $CorruptionTimer
@onready var destruction_timer : Timer = $DestructionTimer
@onready var death_fall_timer : Timer = $DeathFallTimer
@onready var level_material : ShaderMaterial = $%LevelColorRect.material
@onready var code_material : ShaderMaterial = $%CodeSprite.material
@onready var camera : Camera2D = player.camera
func _ready() -> void:
_corruption_x = initial_corruption_x
pause_menu.hide()
game_over_menu.hide()
completion_menu.hide()
health_bar.initialize(player.MAX_HEALTH, player.MAX_HEALTH)
player.health_changed.connect(health_bar.set_current_value)
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
SoundManager.play_music_stream(SoundManager.music_stream_gameplay)
func _process(_delta: float) -> void:
var screen_to_world := camera.get_canvas_transform().affine_inverse()
level_material.set_shader_parameter("screen_to_world", screen_to_world)
level_material.set_shader_parameter("corruption_x", _corruption_x)
code_material.set_shader_parameter("screen_to_world", screen_to_world)
code_material.set_shader_parameter("destruction_x", _corruption_x - desctruction_offset)
func _physics_process(delta: float) -> void:
_corruption_x += corruption_speed * delta
if not player: return
if player.position.x < _corruption_x - desctruction_offset:
_destroy_player()
elif player.position.x < _corruption_x:
if corruption_timer.is_stopped():
corruption_timer.start()
else:
corruption_timer.stop()
if player.position.y > 0.0:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_fall, player.global_position)
death_fall_timer.start()
_delete_player()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
SoundManager.play_ui_stream(SoundManager.ui_stream_accept)
get_tree().paused = true
pause_menu.show()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _destroy_player() -> void:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_destruction, player.global_position)
_delete_player()
func _delete_player() -> void:
player.camera.reparent(self)
destruction_timer.start()
player.queue_free()
func _show_game_over() -> void:
get_tree().paused = true
game_over_menu.show()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func _complete_level(player_position: Vector2) -> void:
SoundManager.play_sfx_stream(SoundManager.sfx_stream_level_completed, player_position)
get_tree().paused = true
completion_menu.show()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
if SaveManager.completed_levels <= LevelManager.current_level_index:
SaveManager.completed_levels = LevelManager.current_level_index + 1
SaveManager.save()
func _on_corruption_timer_timeout() -> void:
if not player:
corruption_timer.stop()
return
player.deal_damage(CORRUPTION_DAMAGE)
HitstopManager.medium_hitstop()
SoundManager.play_sfx_stream(SoundManager.sfx_stream_corruption, player.global_position)
func _on_player_dead() -> void:
_show_game_over()
SoundManager.play_sfx_stream(SoundManager.sfx_stream_game_over, player.global_position)
func _on_death_fall_timer_timeout() -> void:
_show_game_over()
func _on_destruction_timer_timeout() -> void:
_show_game_over()
func _on_level_end_body_entered(body: Node2D) -> void:
if body is Player:
_complete_level(player.global_position)