105 lines
2 KiB
GDScript
105 lines
2 KiB
GDScript
@tool
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extends Node
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## Game
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signal cube_integrity_changed
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signal money_changed
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signal lose
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signal allowed_tower_has_change
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var upgrades : Array[CubeUpgrade] = load("res://Upgrades/cube_upgrades.tres").upgrades
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var towerPackedScenes : Dictionary
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var enmies : Dictionary
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var towers : Dictionary
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var max_health : int = 50 :
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set(value):
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var diff : int = value - max_health
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max_health = value
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health += diff
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var health : int = max_health :
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set(value):
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health = clampi(value, 0, max_health)
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cube_integrity_changed.emit()
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if health <= 0:
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death()
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var money : int = 0:
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set(value):
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money = value
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money_changed.emit()
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var tier : int = 0
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var maxTier : int = 3
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var wave_health_regen : int = 0
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var wave_money : int = 0
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var energy_boost : int = 0
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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EventBus.player_has_won.connect(win)
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EventBus.wave_finished.connect(getWaveEndIncom)
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Helper.preloadSceneInGlobal(towerPackedScenes, Helper.RESOURCE_TYPE.TOWER)
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#Helper.preloadSceneInGlobal(towerPackedScenes, Helper.RESOURCE_TYPE.ENEMY)
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func _input(event: InputEvent) -> void:
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if Engine.is_editor_hint():
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return
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if event.is_action_pressed("pause_game"):
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get_tree().paused = not get_tree().paused
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func getWaveEndIncom() -> void:
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health += wave_health_regen
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money += wave_money
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func initTowers(allowedTowers : Array[Tower.TYPE]) -> void:
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towers.clear()
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for towerType in allowedTowers:
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var tower : Tower = towerPackedScenes.get(towerType).instantiate()
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towers.set(towerType, tower)
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allowed_tower_has_change.emit()
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func resetGame() -> void:
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initTowers([])
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money = 0
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health = max_health
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func win():
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Transition.goto("res://UI/win_screen.tscn")
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resetGame()
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func quitLevel() -> void:
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Transition.goto("res://UI/start_menu.tscn")
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resetGame()
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func quitGame() -> void:
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get_tree().quit()
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func spendMoney(amount : int) -> bool:
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if money >= amount:
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money -= amount
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return true
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return false
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func death():
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lose.emit()
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Transition.goto("res://UI/defeat_screen.tscn")
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resetGame()
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