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Global.gd
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extends Node2D
var simpleVar : int = 3
var array : Array = [1, 2, 3]
var scorep1 : int = 0;
var scorep2 : int = 0;
var activePlayer = 0; #Change with an enum to be player left = 0 or right=0
var players : Array[CharacterBody2D] = [null, null]
var goals : Array[Node2D] = [null, null]
@export_category("Menus")
@export var useMenu = true
@export var showSplash = true
@export var scenes : Array[LevelResourceBase]
@export var splashScreen : PackedScene
@export var mainMenuScene : PackedScene
@export var pauseMenuScene : PackedScene
@export var mainScene : PackedScene
@export var selectLevelScene : PackedScene
@export var creditsScene : PackedScene
@export var levelTransitionScene : PackedScene
#@export var endLevel : PackedScene
@export var endCredits : PackedScene
@export_category("Audio")
@export var musicMuted = false
@export var sfxMuted = false
@export var levelStartSound : AudioStream
@export var tranferSound : AudioStream
@export var levelCompleteSound : AudioStream
@export var levelSelectionSound : AudioStream
@export var menuMusic : AudioStream
@export var inGameMusicBig : AudioStream
@export var inGameMusicSmall : AudioStream
@export var menuButtonPress : AudioStream
@export var menuButtonSelect : AudioStream
@export var resumeSound : AudioStream
@onready var bgMenuMusic : AudioStreamPlayer = $BackgroundMusic1
@onready var bgInGameMusic : AudioStreamPlayer = $SmallMusic #Small
@onready var bgInGameMusic2 : AudioStreamPlayer = $BigMusic #Big
@onready var audioAnimator : AnimationPlayer = $AnimationPlayer
var timerCallback : Callable
var nodeInstance = null
var next_scene = 1
enum GameState {
MAIN_MENU,
PAUSE,
LEVEL_SELECT,
IN_GAME,
LEVEL_COMPLETE,
START_LEVEL,
SPLASH_SCREEN,
CREDITS,
}
enum Scaling {
INCREASE,
DECREASE
}
var currentGameState = GameState.SPLASH_SCREEN
var completedLevels = {}
var curretLevel = ""
func playSelectButton():
if not sfxMuted:
AudioManager.play(menuButtonSelect)
func isLevelComplete(key):
if completedLevels.has(key):
return completedLevels.get(key) == true
return false
# Called when the node enters the scene tree for the first time.
func _ready():
if scenes.size() > 0:
curretLevel = scenes[0].name
next_scene %= scenes.size() #adapt the next_scene based on the total scenes
print("Global ready")
#testing not sure if it's ok
if pauseMenuScene != null:
nodeInstance = pauseMenuScene.instantiate()
else:
printerr("Error missing pause scene")
bgMenuMusic.stream = menuMusic
bgMenuMusic.play()
bgInGameMusic.stream = inGameMusicBig #Bgi
bgInGameMusic2.stream = inGameMusicSmall #Small
pass # Replace with function body.
func openMainMenu():
if mainMenuScene.can_instantiate():
var mainMenuInstance = mainMenuScene.instantiate()
get_tree().root.add_child(mainMenuInstance)
mainMenuInstance.connect("exit_pressed", _on_main_menu_exit_pressed)
mainMenuInstance.connect("new_game_pressed", _on_main_menu_new_game_pressed)
mainMenuInstance.connect("select_level_ressed", _on_main_menu_select_level_pressed)
mainMenuInstance.connect("open_credits", _on_main_menu_credits)
currentGameState = GameState.MAIN_MENU
func closeMainMenu():
var node = get_tree().root.get_node("MainMenu")
if node != null:
get_tree().root.remove_child(node)
func openSplash():
if splashScreen.can_instantiate():
var splashInstance = splashScreen.instantiate()
get_tree().root.add_child(splashInstance)
splashInstance.connect("end_splash", _on_splash_end)
func closeSplash():
var node = get_tree().root.get_node("SplashScreen")
if node != null:
get_tree().root.remove_child(node)
func _on_splash_end():
closeSplash()
if useMenu:
openMainMenu()
else:
currentGameState = GameState.IN_GAME
func setPlayer(number, player : CharacterBody2D):
players[number] = player
#also connect the died event
players[number].connect("died", onPlayerDeath)
func setGoal(number, goal : Node):
goals[number] = goal
func getPlayer(index):
return players[index]
func changeActivePlayer():
match activePlayer:
0 :
players[0].stopAnimation()
activePlayer = 1
# bgInGameMusic.volume_db = 0
# bgInGameMusic2.volume_db = 0
if not musicMuted:
audioAnimator.play("FadeToBig")
1 :
players[1].stopAnimation()
activePlayer = 0
if not musicMuted:
audioAnimator.play("FadeToSmall")
# bgInGameMusic.volume_db = 0
# bgInGameMusic2.volume_db = -80
func setActivePlayer(number):
activePlayer = number
func goalIsAchieved(goal):
if goal == null :
return false
return goal.achieved
func transferPickable(starting, receiver, scaling : Scaling):
#do not transfer if the other player has an item
if receiver == null or receiver.pickedItem != null:
return
AudioManager.play(tranferSound)
# the picket item is changed and transfered
# now the picked item need to call this on the parent node
var toTransfer : Node2D = starting.pickedItem
# var parent = toTransfer.get_parent()
if toTransfer != null:
if scaling == Scaling.INCREASE: #toRightSide
toTransfer.setSide(0)
elif scaling == Scaling.DECREASE: #toLeftSide
toTransfer.setSide(1)
#KEVIN TEST SWIPE ANIMATION
if toTransfer != null:
$Explosion_Left.frame = 0
$Explosion_Right.frame = 0
$Explosion_Left.position.x = receiver.position.x
if scaling == Scaling.INCREASE: #toRightSide
$Explosion_Left.position.y = receiver.position.y-50
else:
$Explosion_Left.position.y = receiver.position.y-100
$Explosion_Right.position.x = starting.position.x
if scaling == Scaling.DECREASE: #toRightSide
$Explosion_Right.position.y = starting.position.y-50
else:
$Explosion_Right.position.y = starting.position.y-100
$Explosion_Left.play()
$Explosion_Right.play()
receiver.pickupItem(toTransfer)
starting.dropItem()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
match currentGameState:
GameState.MAIN_MENU:
processMainMenu(delta)
pass
GameState.PAUSE:
processPause(delta)
pass
GameState.LEVEL_SELECT:
pass
GameState.IN_GAME:
processGame(delta)
pass
GameState.SPLASH_SCREEN:
processSplash()
pass
if musicMuted:
bgMenuMusic.volume_db = -80
bgInGameMusic.volume_db = -80
bgInGameMusic2.volume_db = -80
else:
bgMenuMusic.volume_db = 0
match activePlayer:
0 :
bgInGameMusic2.volume_db = -80
bgInGameMusic.volume_db = 0
1 :
bgInGameMusic2.volume_db = 0
bgInGameMusic.volume_db = -80
func processSplash():
if get_tree().root.get_node("SplashScreen") == null:
if showSplash:
openSplash()
else :
if useMenu:
openMainMenu()
else:
currentGameState = GameState.IN_GAME
func processGame(delta):
# if Input.is_action_just_pressed("ChangePlayer") :
# for player in players:
# if player == null:
# continue
# player.velocity = Vector2.ZERO
# changeActivePlayer()
if Input.is_action_just_pressed("ChangePlayerLeft") :
setActivePlayer(0)
if Input.is_action_just_pressed("ChangePlayerRight") :
setActivePlayer(1)
if Input.is_action_just_pressed("SwapPickable") :
match activePlayer: #TODO move this in a function, to remove duplicate code
0 :
if not players[0] == null:
var startingPlayer = players[0]
var receivingPlayer = players[1]
transferPickable(startingPlayer, receivingPlayer, Scaling.INCREASE)
1 :
if not players[1] == null:
var startingPlayer = players[1]
var receivingPlayer = players[0]
transferPickable(startingPlayer, receivingPlayer, Scaling.DECREASE)
if players[activePlayer] != null:
players[activePlayer].velocity = Vector2.ZERO
changeActivePlayer()
#Check if the level is complete
var levelComplete = goals.all(goalIsAchieved)
if levelComplete:
print("Level is complete !!!", scenes.size())
currentGameState = GameState.LEVEL_COMPLETE
for player in players:
player.manageWaitLeft(false)
player.manageWaitRight(false)
if sfxMuted:
loadNextLevel()
else:
playSoundAndWait(levelCompleteSound)
timerCallback = loadNextLevel
# #TODO animation
#TODO remove this
if Input.is_action_just_pressed("ChangeLevelDebug"):
get_tree().change_scene_to_packed(scenes[next_scene].scene)
if Input.is_action_just_pressed("ResetLevel"):
get_tree().reload_current_scene()
pass
if Input.is_action_just_pressed("Pause"):
#Add the packed scene to the root, so its on top and stop the game
get_tree().root.add_child(nodeInstance)
currentGameState = GameState.PAUSE
nodeInstance.connect("on_resume_pressed", resumeGame)
nodeInstance.connect("on_restart_pressed", restartLevel)
nodeInstance.connect("on_exit_pressed", exitGame)
bgInGameMusic.stream_paused = true
bgInGameMusic2.stream_paused = true
func loadNextLevel():
if scenes[next_scene] != null:
completedLevels[curretLevel] = true
curretLevel = scenes[next_scene].name
get_tree().change_scene_to_packed(scenes[next_scene].scene)
next_scene += 1
next_scene %= scenes.size()
setActivePlayer(0)
openLevelTransition(GameState.IN_GAME)
func processMainMenu(delta):
if get_tree().root.get_node("MainMenu") == null:
openMainMenu()
func processPause(delta):
if Input.is_action_just_pressed("Pause"):
resumeGame()
pass
func processLevelSelect(delta):
pass
func toggleNode(node, state):
if state:
node.show()
node.process_mode = PROCESS_MODE_INHERIT
else:
node.hide()
node.process_mode = PROCESS_MODE_DISABLED
func onPlayerDeath():
print("Player Died")
if curretLevel == "level_end":
get_tree().change_scene_to_packed(endCredits)
return
get_tree().reload_current_scene()
#func restartFromTheMenu():
# backToMainMenu()
func _on_main_menu_exit_pressed():
print("Quit the game")
get_tree().quit()
pass # Replace with function body.
func _on_main_menu_new_game_pressed():
print("Start the game")
startGame()
pass
func startGame():
#change the status
activePlayer = 0
bgMenuMusic.stop()
currentGameState = GameState.START_LEVEL
if not sfxMuted:
AudioManager.play(levelStartSound)
$Timer.start(1)
timerCallback = startLevelAfterJingle
else:
startLevelAfterJingle()
func startLevelAfterJingle():
closeMainMenu()
bgInGameMusic.play()
bgInGameMusic2.play()
if scenes.size() > 0:
curretLevel = scenes.front().name
get_tree().change_scene_to_packed(scenes.front().scene)
openLevelTransition(GameState.IN_GAME)
func openLevelTransition(stateAfterTransition : GameState):
if levelTransitionScene == null:
levelTransitionEnded(stateAfterTransition)
return
if levelTransitionScene.can_instantiate():
var levelTransitionInstance = levelTransitionScene.instantiate()
get_tree().root.add_child(levelTransitionInstance)
levelTransitionInstance.connect("fadeOut_completed", levelTransitionEnded.bind(stateAfterTransition))
pass
func levelTransitionEnded(stateAfterTransition : GameState):
var node = get_tree().root.get_node("LevelTransition")
if node != null:
get_tree().root.remove_child(node)
currentGameState = stateAfterTransition
pass
func _on_main_menu_select_level_pressed():
print("Select levels")
AudioManager.play(menuButtonPress)
if scenes.size() > 0:
closeMainMenu()
currentGameState = GameState.LEVEL_SELECT
var levelSelectInstance = selectLevelScene.instantiate()
get_tree().root.add_child(levelSelectInstance)
levelSelectInstance.setItems(scenes)
levelSelectInstance.connect("on_level_selected", loadSelectedLevel)
levelSelectInstance.connect("on_back", backToMainMenu)
func resumeGame():
print("Resume the current game")
AudioManager.play(resumeSound)
currentGameState = GameState.IN_GAME
bgInGameMusic.stream_paused = false
bgInGameMusic2.stream_paused = false
var pauseNode = get_tree().root.get_node("PauseMenu")
if pauseNode != null:
get_tree().root.remove_child(pauseNode)
func restartLevel():
print("restart the current game")
AudioManager.play(menuButtonPress)
currentGameState = GameState.IN_GAME
#TODO reset the status of the player
activePlayer = 0
var pauseNode = get_tree().root.get_node("PauseMenu")
if pauseNode != null:
get_tree().root.remove_child(pauseNode)
get_tree().reload_current_scene()
func exitGame():
print("back to the main menu")
AudioManager.play(menuButtonPress)
currentGameState = GameState.MAIN_MENU
bgMenuMusic.play()
bgInGameMusic.stop()
bgInGameMusic2.stop()
var pauseNode = get_tree().root.get_node("PauseMenu")
if pauseNode != null:
get_tree().root.remove_child(pauseNode)
openMainMenu()
#load the main scene ? or add the main menu as before ?
if mainScene != null:
get_tree().change_scene_to_packed(mainScene)
else:
push_error("Main scene missing in Global")
func loadSelectedLevel(res : LevelResourceBase):
print("Load level index")
if res != null:
# AudioManager.play(levelStartSound)
currentGameState = GameState.START_LEVEL
if not sfxMuted:
playSoundAndWait(levelStartSound)
timerCallback = startAfterLevelSelection.bind(res)
else:
startAfterLevelSelection(res)
func startAfterLevelSelection(res : LevelResourceBase):
activePlayer = 0
bgMenuMusic.stop()
bgInGameMusic.play()
bgInGameMusic2.play()
var sceneToLoad = res.scene
var selectLevelNode = get_tree().root.get_node("SelectLevel")
if selectLevelNode != null:
get_tree().root.remove_child(selectLevelNode)
if sceneToLoad != null:
curretLevel = res.name
var currentLevel = scenes.find(res)
next_scene = currentLevel + 1
next_scene %= scenes.size()
get_tree().change_scene_to_packed(sceneToLoad)
openLevelTransition(GameState.IN_GAME)
# currentGameState = GameState.IN_GAME
pass
func playSoundAndWait(sound: AudioStream):
if sound == null:
return
AudioManager.play(sound)
$Timer.start(sound.get_length())
func backToMainMenu():
print("back to the main menu")
AudioManager.play(menuButtonPress)
currentGameState = GameState.MAIN_MENU
var selectLevelNode = get_tree().root.get_node("SelectLevel")
if selectLevelNode != null:
get_tree().root.remove_child(selectLevelNode)
openMainMenu()
#load the main scene ? or add the main menu as before ?
if mainScene != null:
get_tree().change_scene_to_packed(mainScene)
else:
push_error("Main scene missing in Global")
func nop():
pass
func _on_timer_timeout():
timerCallback.call()
timerCallback = nop
pass # Replace with function body.
func onMenuButtonPress():
AudioManager.play(menuButtonPress)
func _on_main_menu_credits():
closeMainMenu()
currentGameState = GameState.CREDITS
var creditsInstance = creditsScene.instantiate()
get_tree().root.add_child(creditsInstance)
creditsInstance.connect("close_credits", closeCredits)
func closeCredits():
print("back to the main menu")
AudioManager.play(menuButtonPress)
currentGameState = GameState.MAIN_MENU
var creditsNode = get_tree().root.get_node("Credits")
if creditsNode != null:
get_tree().root.remove_child(creditsNode)
openMainMenu()
#load the main scene ? or add the main menu as before ?
if mainScene != null:
get_tree().change_scene_to_packed(mainScene)
else:
push_error("Main scene missing in Global")
func playLevelSelectionSound():
if not sfxMuted:
AudioManager.play(levelSelectionSound)