move player instantiation function to base room
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2f18454a65
commit
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2 changed files with 36 additions and 32 deletions
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@ -1,6 +1,9 @@
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class_name Room extends Node2D
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signal player_spawned(player: Player)
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@export var config: RoomConfig
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@onready var camera: RoomCamera = $RoomCamera
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@ -14,7 +17,39 @@ var player_scene: PackedScene = preload("uid://cqm5besqgsb7x")
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var initial_spawn: Vector2i = Vector2i.ZERO
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var player: Player
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var wake_timer: Timer
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func _ready() -> void:
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assert(config != null, "room config is null")
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func spawn_player(waking: bool) -> Player:
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var p: Player = player_scene.instantiate()
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add_child(p)
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if waking:
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wake_timer = Timer.new()
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p.add_child(wake_timer)
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wake_timer.one_shot = true
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wake_timer.start(config.transition_in_duration)
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wake_timer.timeout.connect(_on_wake_timer)
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p.state_machine._transition_to_next_state(PlayerState.PAUSED)
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if initial_spawn != Vector2i.ZERO:
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p.global_position = initial_spawn
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else:
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assert(
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config.initial_spawn != Vector2i.ZERO,
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"invalid player initial spawn provided"
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)
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p.global_position = config.initial_spawn
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player_spawned.emit(p)
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return p
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func _on_wake_timer() -> void:
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player.state_machine._transition_to_next_state(PlayerState.WAKING)
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wake_timer.queue_free()
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@ -3,12 +3,11 @@ extends RoomState
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var trans_tween: Tween
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var player_light_tween: Tween
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var wake_timer: Timer
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func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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print("entering room")
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room.player = _instantiate_player(true)
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room.player = room.spawn_player(true)
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assert(room.player != null, "player is null")
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room.camera.global_position = room.config.camera_position
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@ -72,33 +71,3 @@ func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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await trans_tween.finished
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finished.emit(PLAYING)
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func _instantiate_player(waking: bool) -> Player:
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var p: Player = room.player_scene.instantiate()
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room.add_child(p)
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if waking:
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wake_timer = Timer.new()
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p.add_child(wake_timer)
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wake_timer.one_shot = true
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wake_timer.start(room.config.transition_in_duration)
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wake_timer.timeout.connect(_on_wake_timer)
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p.state_machine._transition_to_next_state(PlayerState.PAUSED)
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if room.initial_spawn != Vector2i.ZERO:
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p.global_position = room.initial_spawn
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else:
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assert(
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room.config.initial_spawn != Vector2i.ZERO,
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"invalid player initial spawn provided"
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)
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p.global_position = room.config.initial_spawn
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return p
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func _on_wake_timer() -> void:
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room.player.state_machine._transition_to_next_state(PlayerState.WAKING)
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wake_timer.queue_free()
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