class_name GameManager extends Node var tilemap_types: TileMapTileTypes = TileMapTileTypes.new() @onready var world: World = $Tileset @onready var player: PlayerManager = $PlayerManager @onready var camera: CameraController = $Camera2D as CameraController @onready var game_ticker: Timer = $GameTick # @onready var health_bar: ProgressBar = %HealthBar @onready var food_bar: ProgressBar = %FoodBar @onready var temperature_bar: ProgressBar = %TemperatureBar @onready var temperature_resistance_bar: ProgressBar = %TemperatureResistanceBar var tilemap_navigation: TilemapNavigation = TilemapNavigation.new() @onready var tree_visualizer: BehaviorTreeVisualizer = %TreeVisualizer # var waiting_for_input: bool = true @onready var intro_image: Sprite2D = $Camera2D/IntroImage 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 update_bars() call_deferred("defer_ready") func defer_ready() -> void: tree_visualizer.behavior_tree = player.behavior_tree tree_visualizer.build_tree() intro_image.visible = true await wait_for_key_press() get_tree().create_tween().tween_method(set_intro_opacity, 1.0, 0.0, 1.0) # game_ticker.start() func _process(delta: float) -> void: if Input.is_action_just_pressed("force_game_tick"): Task.print_behavior_tree_evaluation = true _on_game_tick_timeout() Task.print_behavior_tree_evaluation = false if Input.is_action_pressed("force_game_tick_fast"): _on_game_tick_timeout() if Input.is_action_just_pressed("key_2"): toggle_temperature_layer() camera.print_config() if Input.is_action_just_pressed("auto_tick"): if game_ticker.is_stopped(): game_ticker.start() else: game_ticker.stop() if intro_image.is_visible(): intro_image.set_scale(calculate_scale(intro_image.texture.get_size())) func calculate_scale(image_size: Vector2) -> Vector2: var viewport_size: Vector2 = world.get_viewport_rect().size var scale: float = viewport_size.x / image_size.x return Vector2(scale, scale) # SECTION: intro func set_intro_opacity(opacity: float) -> void: intro_image.set_modulate(Color(1, 1, 1, opacity)) # SECTION: game tick 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 = "frame" tilemap_navigation.game_tick_start() world.game_tick_start() player.game_tick() tilemap_navigation.game_tick_end() world.game_tick_end() EventsTracker.populate_visual_log(%RecentEventsLog, self) update_bars() handle_result_game_state(player.behavior_tree.blackboard) if not game_ticker.is_stopped(): camera_follow_player() timer_on_game_tick_timeout.stop() func camera_follow_player() -> void: var player_position: Vector2 = world.tilemap_player.cell_to_local(player.board_position) var targeted_position = null if player.behavior_tree.blackboard.has("path"): var path: Array = player.behavior_tree.blackboard["path"] if path.size() > 0: targeted_position = world.tilemap_player.cell_to_local(path[path.size() - 1]) if not targeted_position: camera.go_to(player_position) return var avg_position = (player_position + targeted_position) / 2 var distance: float = player_position.distance_to(targeted_position) if distance < 200: camera.go_to_zooming(avg_position, distance_to_zoom_level(200)) else: var zoom_level: float = distance_to_zoom_level(distance) camera.go_to_zooming(avg_position, zoom_level) func distance_to_zoom_level(distance: float) -> float: var a: float = 862.08 var b: float = 274.13 return a / (distance + b) func handle_result_game_state(blackboard: Dictionary) -> void: if blackboard.has("game_state_win"): EventsTracker.track(EventsTracker.Event.GAME_STATE_WIN) game_ticker.stop() func update_bars() -> void: if health_bar != null: health_bar.max_value = player.max_health health_bar.value = clamp(player.health, 0, player.max_health) %HealthLabel.text = str(health_bar.value) + "/" + str(player.max_health) %HealthLabel.add_theme_color_override("font_color", Color(1, 1, 1)) if food_bar != null: food_bar.max_value = player.max_food food_bar.value = clamp(player.food, 0, player.max_food) %FoodLabel.text = str(food_bar.value) + "/" + str(player.max_food) if temperature_resistance_bar != null: temperature_resistance_bar.max_value = player.temperature_set_buff_value temperature_resistance_bar.value = clamp(player.temperature_buff_timer, 0, player.temperature_set_buff_value) %TemperatureResistanceLabel.text = str(temperature_resistance_bar.value) + "/" + str(player.temperature_set_buff_value) if temperature_bar != null: temperature_bar.max_value = player.temperature_endure # invert the value to show the time left var countdown: int = player.temperature_endure - player.temperature_timer temperature_bar.value = clamp(countdown, 0, player.temperature_endure) %TemperatureLabel.text = str(temperature_bar.value) + "/" + str(player.temperature_endure) func toggle_temperature_layer() -> void: world.tilemap_temperature.tilemap.visible = not world.tilemap_temperature.tilemap.visible func wait_for_key_press(): waiting_for_input = true while waiting_for_input: await get_tree().process_frame func _input(event): if event is InputEventKey and event.pressed: waiting_for_input = false