TowerDefense/Levels/Scripts/WorldManager.gd
2025-09-16 22:08:37 +02:00

123 lines
3.1 KiB
GDScript

extends Node3D
class_name WorldManager
enum STATE { INIT, IDLE, SPAWN, SPAWNING, FIGHT, WAVE_END, LEVEL_END }
var level : Level
var paths : Array[Node]
var state : STATE = STATE.INIT
var wave : int = 0
var currentTroop : Troop :
get(): return level.waves[wave - 1].troops[currentTroopIdx]
var currentTroopIdx : int = 0
var enemiesAlive : int = 0
@onready var troopTimer : Timer = $TroopTimer
func _ready() -> void:
$SFX/SFXPrepareYourself.play()
EventBus.projectile_shooted.connect(onProjectileShooted)
EventBus.lauch_next_wave.connect(changeState.bind(STATE.SPAWN))
troopTimer.timeout.connect(spawnTroop)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("spawn_next_wave"):
changeState(STATE.SPAWN)
func _process(_delta: float) -> void:
if state == STATE.INIT:
return
match state:
STATE.SPAWN:
spawnNextWave()
state = STATE.SPAWNING
STATE.SPAWNING when troopTimer.is_stopped():
state = STATE.FIGHT
STATE.FIGHT when enemiesAlive == 0:
if wave != level.waves.size():
$SFX/SFXWinner.play()
EventBus.wave_finished.emit()
state = STATE.WAVE_END
STATE.WAVE_END when wave == level.waves.size():
EventBus.player_has_won.emit()
state = STATE.LEVEL_END
STATE.WAVE_END when level.auto_launch_wave:
state = STATE.SPAWN
func changeState(newState: STATE) -> void:
match newState:
STATE.SPAWN when [STATE.IDLE, STATE.WAVE_END].has(state):
state = newState
func spawnNextWave() -> void:
currentTroopIdx = 0
wave += 1
if wave == level.waves.size():
$SFX/SFXFinalRound.play()
else:
$SFX/SFXFight.play()
EventBus.wave_has_change.emit(wave, level.waves[wave - 1].troops[0].spawn_delay)
spawnNextTroop()
func spawnNextTroop() -> void:
# Wave spawning is finished
if currentTroopIdx == level.waves[wave - 1].troops.size():
return
if currentTroop.spawn_delay == 0:
spawnTroop()
else:
troopTimer.start(currentTroop.spawn_delay)
func spawnTroop() -> void:
var enemyScene : PackedScene = load(currentTroop.enemy)
var totalDelay : float = 0
for n in currentTroop.number_to_spawn:
spawnEnemy(enemyScene, currentTroop.lane_to_spawn, totalDelay)
totalDelay += currentTroop.pack_delay
currentTroopIdx += 1
spawnNextTroop()
func spawnEnemy(enemyScene: PackedScene, laneToSpawn: int, delay: float) -> void:
var enemy : PathFollow3D = createEnemy(enemyScene)
if delay > 0:
await get_tree().create_timer(delay, false).timeout
paths[laneToSpawn].add_child(enemy)
enemiesAlive += 1
func createEnemy(enemyScene: PackedScene) -> PathFollow3D :
var PF3D : PathFollow3D = enemyScene.instantiate()
var enemy : Enemy = PF3D.find_children("*", "Enemy")[0]
enemy.died.connect(func(): enemiesAlive -= 1)
return PF3D
func addMap(mapScene : PackedScene) -> void:
var map : Map = mapScene.instantiate()
add_child(map)
level = map.level
paths = map.paths.get_children()
Game.money = level.startingMoney
Game.maxTier = level.tier_max
Game.initTowers(level.allowedTowers)
state = STATE.SPAWN if level.auto_start else STATE.IDLE
func onProjectileShooted(projectile: Projectile, startPosition: Vector3) -> void:
add_child(projectile)
projectile.global_position = startPosition