class_name GameManager extends Node @onready var world: World = $Tileset @onready var player: PlayerManager = $PlayerManager @onready var camera: CameraController = $Camera2D as CameraController @onready var game_ticker: Timer = $GameTick var tilemap_navigation: TilemapNavigation = TilemapNavigation.new() func _ready() -> void: tilemap_navigation.world = world tilemap_navigation.player = player player.game_manager = self world.camp_manager.game_manager = self world.step_visualizer.game_manager = self world.step_visualizer.world = world # game_ticker.start() func _process(delta: float) -> void: if Input.is_action_just_pressed("key_1"): camera.go_to_zooming(Vector2(517.469787597656, 289.846008300781), 1.771561) if Input.is_action_just_pressed("key_2"): camera.go_to_zooming(Vector2(789.883972167969, 450.102813720703), 0.56015348434448) if Input.is_action_just_pressed("key_9"): world.camp_manager.campfire_light() world.camp_manager.sleep_effect() world.camp_manager.campfire_extinguish() if Input.is_action_just_pressed("force_game_tick"): _on_game_tick_timeout() func player_health_depleted(): # TODO pass func _on_game_tick_timeout() -> void: var timer_on_game_tick_timeout: PerformanceTimer = PerformanceTimer.new() timer_on_game_tick_timeout.display_name = "game tick duration" tilemap_navigation.game_tick_start() world.step_visualizer.game_tick_start() player.game_tick() tilemap_navigation.game_tick_end() world.step_visualizer.game_tick_end() timer_on_game_tick_timeout.stop()