neighbor-game/scripts/level_controller.gd

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GDScript3
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extends Node2D
var level_path := "res://scenes/level{num}.tscn"
var level1 = preload("res://scenes/level1.tscn")
var current_level_num = 1
var current_level : Node
var max_levels = 3
var level_win := false
onready var end_timer := $EndTimer
func _ready() -> void:
current_level = level1.instance()
add_child(current_level)
var err = current_level.get_child(0).connect("game_complete", self, "_on_level_complete")
func _on_level_complete(is_win: bool) -> void:
print('Level complete')
level_win = is_win
end_timer.start(2)
func _on_EndTimer_timeout() -> void:
if level_win and current_level_num < max_levels:
current_level_num += 1
var new_level_path = level_path.format({"num": current_level_num})
var next_level = load(new_level_path).instance()
add_child(next_level)
current_level.queue_free()
current_level = next_level
var current_base_level = current_level.get_node("BaseLevel") as BaseLevel
current_base_level.display_start(current_level_num)
var err = current_base_level.connect("game_complete", self, "_on_level_complete")