move player instantiation function to base room

This commit is contained in:
yuki 2025-11-25 17:56:22 -03:00
parent 2f18454a65
commit f7d5e40d8c
2 changed files with 36 additions and 32 deletions

View file

@ -1,6 +1,9 @@
class_name Room extends Node2D
signal player_spawned(player: Player)
@export var config: RoomConfig
@onready var camera: RoomCamera = $RoomCamera
@ -14,7 +17,39 @@ var player_scene: PackedScene = preload("uid://cqm5besqgsb7x")
var initial_spawn: Vector2i = Vector2i.ZERO
var player: Player
var wake_timer: Timer
func _ready() -> void:
assert(config != null, "room config is null")
func spawn_player(waking: bool) -> Player:
var p: Player = player_scene.instantiate()
add_child(p)
if waking:
wake_timer = Timer.new()
p.add_child(wake_timer)
wake_timer.one_shot = true
wake_timer.start(config.transition_in_duration)
wake_timer.timeout.connect(_on_wake_timer)
p.state_machine._transition_to_next_state(PlayerState.PAUSED)
if initial_spawn != Vector2i.ZERO:
p.global_position = initial_spawn
else:
assert(
config.initial_spawn != Vector2i.ZERO,
"invalid player initial spawn provided"
)
p.global_position = config.initial_spawn
player_spawned.emit(p)
return p
func _on_wake_timer() -> void:
player.state_machine._transition_to_next_state(PlayerState.WAKING)
wake_timer.queue_free()

View file

@ -3,12 +3,11 @@ extends RoomState
var trans_tween: Tween
var player_light_tween: Tween
var wake_timer: Timer
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
print("entering room")
room.player = _instantiate_player(true)
room.player = room.spawn_player(true)
assert(room.player != null, "player is null")
room.camera.global_position = room.config.camera_position
@ -72,33 +71,3 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
await trans_tween.finished
finished.emit(PLAYING)
func _instantiate_player(waking: bool) -> Player:
var p: Player = room.player_scene.instantiate()
room.add_child(p)
if waking:
wake_timer = Timer.new()
p.add_child(wake_timer)
wake_timer.one_shot = true
wake_timer.start(room.config.transition_in_duration)
wake_timer.timeout.connect(_on_wake_timer)
p.state_machine._transition_to_next_state(PlayerState.PAUSED)
if room.initial_spawn != Vector2i.ZERO:
p.global_position = room.initial_spawn
else:
assert(
room.config.initial_spawn != Vector2i.ZERO,
"invalid player initial spawn provided"
)
p.global_position = room.config.initial_spawn
return p
func _on_wake_timer() -> void:
room.player.state_machine._transition_to_next_state(PlayerState.WAKING)
wake_timer.queue_free()