TowerDefense/Levels/Scripts/WorldManager.gd

112 lines
2.4 KiB
GDScript3
Raw Normal View History

2025-09-01 13:52:14 +02:00
extends Node3D
class_name WorldManager
2025-08-27 01:40:22 +02:00
2025-08-30 15:46:36 +02:00
const PACK_DELAY : float = .15
2025-09-01 13:52:14 +02:00
var level : Level
var paths : Array[Node]
2025-08-27 01:40:22 +02:00
var current_wave : Wave
var current_troop : Troop
var enemies_to_spawn : int = 0
2025-08-30 15:46:36 +02:00
var wave : int = 0
var enemies_alive : int = 0
2025-09-01 13:52:14 +02:00
var selected_collider : CollisionObject3D
var troopTimer : Timer = Timer.new()
2025-08-29 12:11:51 +02:00
func _ready() -> void:
2025-09-01 13:52:14 +02:00
EventBus.projectile_shooted.connect(onProjectileShooted)
troopTimer.one_shot = true
2025-08-29 12:11:51 +02:00
troopTimer.timeout.connect(spawn_troop)
2025-09-01 13:52:14 +02:00
add_child(troopTimer)
EventBus.player_defeated.connect(queue_free)
func onProjectileShooted(projectile : Projectile) -> void:
add_child(projectile)
2025-08-27 01:40:22 +02:00
func _process(delta: float) -> void:
2025-09-01 13:52:14 +02:00
if wave > 0 || level && level.auto_start:
2025-08-27 01:40:22 +02:00
spawn_manager()
func spawn_next_wave() -> void:
2025-08-29 12:11:51 +02:00
if level.waves.is_empty():
2025-08-27 01:40:22 +02:00
EventBus.player_has_won.emit()
2025-09-01 13:52:14 +02:00
queue_free.call_deferred()
2025-08-27 01:40:22 +02:00
return
2025-08-29 12:11:51 +02:00
current_wave = level.waves.pop_front()
2025-08-30 15:46:36 +02:00
wave += 1
EventBus.waveHasChange.emit(wave)
2025-08-27 01:40:22 +02:00
func spawn_troop() -> void:
for n in current_troop.number_to_spawn:
2025-08-30 15:46:36 +02:00
spawnEnemy(n * PACK_DELAY)
func spawnEnemy(delay : float) -> void:
2025-08-31 23:07:55 +02:00
var enemy : PathFollow3D = createEnemy()
2025-08-30 15:46:36 +02:00
if delay > 0:
2025-08-31 23:07:55 +02:00
var enemyTimer : Timer = createTimer(delay)
2025-08-30 15:46:36 +02:00
enemyTimer.timeout.connect(
func():
2025-09-01 13:52:14 +02:00
paths[0].add_child(enemy)
2025-08-30 15:46:36 +02:00
enemyTimer.queue_free()
)
2025-09-01 13:52:14 +02:00
paths[0].add_child(enemyTimer)
2025-08-30 15:46:36 +02:00
else:
2025-09-01 13:52:14 +02:00
paths[0].add_child(enemy)
2025-08-30 15:46:36 +02:00
enemies_alive += 1
func createEnemy() -> PathFollow3D :
2025-08-30 20:08:12 +02:00
var PF3D : PathFollow3D = current_troop.enemy.instantiate()
var enemy : Enemy = PF3D.find_children("*", "Enemy")[0]
2025-08-30 15:46:36 +02:00
enemy.died.connect(func(): enemies_alive -= 1)
2025-08-30 20:08:12 +02:00
return PF3D
2025-08-27 01:40:22 +02:00
func spawn_manager() -> void:
2025-08-30 20:08:12 +02:00
if not troopTimer.is_stopped():
2025-08-29 12:11:51 +02:00
return
2025-08-30 20:08:12 +02:00
if not current_wave || enemies_alive == 0 && current_wave.troops.is_empty():
2025-08-29 12:11:51 +02:00
spawn_next_wave()
2025-08-27 01:40:22 +02:00
return
2025-08-30 20:08:12 +02:00
current_troop = current_wave.troops.pop_front()
if not current_troop:
return
if current_troop.spawn_delay == 0:
spawn_troop()
else:
troopTimer.start(current_troop.spawn_delay)
2025-08-27 01:40:22 +02:00
2025-08-30 15:46:36 +02:00
func createTimer(delay : float, oneShot = true, autoStart = true) -> Timer :
2025-08-31 23:07:55 +02:00
var timer : Timer = Timer.new()
2025-08-30 15:46:36 +02:00
timer.wait_time = delay
timer.one_shot = oneShot
timer.autostart = autoStart
return timer
2025-09-01 13:52:14 +02:00
func addMap(mapScene : PackedScene) -> void:
var map : Map = mapScene.instantiate()
add_child(map)
level = map.level
paths = map.paths.get_children()
EventBus.allowedTowerHasChange.emit.call_deferred(level.allowedTowers)
spawn_next_wave()