begin work on level starting state
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3 changed files with 52 additions and 0 deletions
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@ -11,6 +11,8 @@ class_name Level extends Node2D
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@export var block_layer: BlockTileLayer
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#@export var goal_layer: GoalTileLayer
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@onready var player_scene: PackedScene = preload("res://scenes/player/player.tscn")
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var player_1: Player
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var player_2: Player
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var ball: Ball
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49
scenes/levels/states/level_starting.gd
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49
scenes/levels/states/level_starting.gd
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@ -0,0 +1,49 @@
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extends LevelState
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func _enter(_previous_state_path: String, _data: Dictionary = {"round": 0, "restart": false}) -> void:
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assert((_data["round"] as int) in range(3), "round number is invalid")
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assert(
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(_data["restart"] as bool) == true or
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(_data["restart"] as bool) == false,
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"round restart data is invalid"
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)
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level.current_round = _data["round"]
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level.restarted = _data["restart"]
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if level.restarted:
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level.current_round = 0
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level.scoreboard = Vector2i(0,0)
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level.restarted = false
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if level.current_round + 1 == 4:
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finished.emit(FINISHING)
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assert(
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(level.player_1 != null and level.player_2 != null) or
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(level.player_1 == null and level.player_2 == null),
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"desynced player instantiation?"
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)
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if level.player_1 != null and level.player_2 != null:
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level.player_1.queue_free()
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level.player_2.queue_free()
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level.current_round += 1
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level.player_1 = _instantiate_player(1)
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level.player_2 = _instantiate_player(2)
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func _instantiate_player(id: int) -> Player:
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var p: Player = level.player_1 if id == 1 else level.player_2
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var s: PlayerSpawnPoint = level.player_1_spawn if id == 1 else level.player_2_spawn
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p = level.player_scene.instantiate()
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p.id = id
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p.name = "Player"+str(id)
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level.add_child(p)
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p.global_position = s.global_position
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p.global_position = s.global_position
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return p
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1
scenes/levels/states/level_starting.gd.uid
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1
scenes/levels/states/level_starting.gd.uid
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@ -0,0 +1 @@
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uid://dikxx4j1auywf
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