extends Node2D class_name BaseLevel var helped_neighbors := [] var total_neighbors := 0 var playback_position: float var level_num := 1 var last_level := false export var SECONDS_TO_COMPLETE := 10 signal game_complete(is_win) onready var trolley = $YSort/Trolley as Trolley onready var player = $YSort/Player as Player onready var bounds = $CameraBounds onready var audio_player = $AudioStreamPlayer onready var gui = $YSort/Player/GUI as GUI onready var trolley_locations = $TrolleyLocations onready var end_game_panel = $Panel onready var end_game_label_title = $Panel/VBoxContainer/EndGameTitle onready var end_game_label_body = $Panel/VBoxContainer/EndGameBody onready var display_timer = $DisplayTimer func display_start(this_level_num: int, is_last_level: bool = false) -> void: last_level = is_last_level level_num = this_level_num end_game_label_title.text = 'Land of make believe' end_game_label_body.text = '1 %s' % level_num end_game_panel.visible = true func _process(delta: float) -> void: if end_game_panel.visible: end_game_panel.rect_global_position = player.camera.get_camera_screen_center() - Vector2(get_viewport().get_visible_rect().size.x / 2, get_viewport().get_visible_rect().size.y / 2) func _on_neighbor_found_home(id: int) -> void: helped_neighbors.append(id) gui.set_neighbor_count(total_neighbors - len(helped_neighbors)) if len(helped_neighbors) == total_neighbors: trolley.set_trolley_open(true) gui.set_game_label("Get to the Trolley!") player.follower = trolley func _on_toggle_music(music_off: bool) -> void: if music_off: playback_position = audio_player.get_playback_position() audio_player.stop() else: audio_player.play(playback_position) func _on_Trolley_rogers_entered_trolley() -> void: player.follower = null trolley.move_to_leave() func _on_Trolley_rogers_left_trolley() -> void: gui.start_timer(SECONDS_TO_COMPLETE) trolley.move_to_end(trolley_locations.get_node("TrolleyEnd").global_position, SECONDS_TO_COMPLETE) func _on_GameTimer_timeout() -> void: trolley.move_to_leave() func _on_Trolley_left_wih_rogers(has_rogers) -> void: if has_rogers: if last_level: end_game_label_title.text = 'You are very neighborly' end_game_label_body.text = 'You saved all the neighbors in the land of make believe' emit_signal("game_complete", true) else: end_game_label_title.text = 'You win' end_game_label_body.text = 'Proceeding to level %s' % (level_num + 1) emit_signal("game_complete", true) else: end_game_label_title.text = 'Oh no' end_game_label_body.text = 'You were left in the land of make-believe' emit_signal("game_complete", false) end_game_panel.visible = true # Sets up the level start func _on_DisplayTimer_timeout() -> void: end_game_panel.visible = false if trolley != null: trolley.global_position = Vector2(bounds.get_node("Left").global_position.x - 20, trolley_locations.get_node("TrolleyStart").global_position.y) if player != null: player.global_position = trolley.get_node("TrolleySeatArea/SeatAreaShape").global_position for node in get_node("YSort").get_children(): if 'Neighbor' in node.name: var err = node.connect("found_home", self, "_on_neighbor_found_home") total_neighbors += 1 print('Level loaded with %s neighbors' % total_neighbors) gui.set_neighbor_count(total_neighbors) player.set_camera_bounds(bounds.get_node("Top").global_position.y, bounds.get_node("Bottom").global_position.y, bounds.get_node("Left").global_position.x, bounds.get_node("Right").global_position.x) var err = gui.connect("toggle_music", self, "_on_toggle_music") err = gui.get_node("GameTimer").connect("timeout", self, "_on_GameTimer_timeout") trolley.move_to_start(get_node("TrolleyLocations/TrolleyStart").global_position)