class_name Game extends Node const PASSAGE = preload("res://game/passage.tscn") const AREA_MAP = preload("res://game/area_map/area_map.tscn") var data : WorldData var current_area : AreaData var current_stage : StageData var current_sector : SectorData var current_passage : PassageData var _current_passage_scene : Passage var _current_area_map_scene : AreaMap @onready var pause_screen : Control = $PauseScreen @onready var game_over_screen : Control = $GameOverScreen @onready var world_generator : WorldGenerator = $WorldGenerator func _ready() -> void: pause_screen.hide() game_over_screen.hide() start_game(SaveManager.game_data) func _input(event: InputEvent) -> void: if event.is_action_pressed("pause"): pause_screen.show() get_tree().paused = true func start_game(game_data: GameData) -> void: if not _fill_data(game_data): print("Can't process game data") _show_main_menu() return _create_game_map() func _fill_data(game_data: GameData) -> bool: data = world_generator.generate(game_data.game_seed.hash()) if game_data.current_area_index >= data.areas.size(): return false current_area = data.areas[game_data.current_area_index] if game_data.current_stage_index >= current_area.stages.size(): return false current_stage = current_area.stages[game_data.current_stage_index] if game_data.current_sector_index >= current_stage.sectors.size(): return false current_sector = current_stage.sectors[game_data.current_sector_index] return true func _create_game_map() -> void: if _current_area_map_scene != null: _current_area_map_scene.queue_free() _current_area_map_scene = AREA_MAP.instantiate() add_child(_current_area_map_scene) _current_area_map_scene.area_data = current_area _current_area_map_scene.current_sector = current_sector _current_area_map_scene.selected_sector = current_sector _current_area_map_scene.passage_selected.connect(_create_passage) func _show_map() -> void: if _current_passage_scene != null: _current_passage_scene.queue_free() _current_area_map_scene.current_sector = current_sector _current_area_map_scene.selected_sector = current_sector _current_area_map_scene.show() func _create_passage(passage_data: PassageData) -> void: if _current_passage_scene != null: _current_passage_scene.queue_free() _current_area_map_scene.hide() current_passage = passage_data _current_passage_scene = PASSAGE.instantiate() add_child(_current_passage_scene) _current_passage_scene.data = passage_data _current_passage_scene.completed.connect(_on_passage_completion) _current_passage_scene.player_died.connect(_on_passage_player_died) func _on_pause_screen_continue_game() -> void: pause_screen.hide() func _show_main_menu() -> void: if _current_passage_scene: _current_passage_scene.queue_free() if _current_area_map_scene: _current_area_map_scene.queue_free() SaveManager.save() get_tree().paused = false get_tree().change_scene_to_file("res://menu/title_screen.tscn") func _on_passage_player_died() -> void: SaveManager.delete_game_data() game_over_screen.show() func _on_passage_completion() -> void: current_sector = current_passage.next_sector _update_data_indexes() _show_map() func _update_data_indexes() -> void: for area_index in range(data.areas.size()): var area := data.areas[area_index] for stage_index in range(area.stages.size()): var stage := area.stages[stage_index] for sector_index in range(stage.sectors.size()): if stage.sectors[sector_index] == current_sector: SaveManager.game_data.current_area_index = area_index SaveManager.game_data.current_stage_index = stage_index SaveManager.game_data.current_sector_index = sector_index SaveManager.save()