capri/autoloads/levels.gd

62 lines
1.5 KiB
GDScript

extends Node
@export var level_sets: Array[LevelSet] = []
var current_set_index: int = 0
var current_level_index: int = 0
var current_set: LevelSet:
get():
return level_sets[current_set_index]
var current_level: LevelInfo:
get():
return current_set.levels[current_level_index]
func _ready() -> void:
SceneManager.current_scene_changed.connect(_on_current_scene_changed)
func get_level(set_idx: int, level_idx: int) -> LevelInfo:
if set_idx >= level_sets.size():
return null
var lvl_set = level_sets[set_idx]
if level_idx >= lvl_set.levels.size():
return null
return lvl_set.levels[level_idx]
func advance_level() -> void:
var next_idx = current_level_index + 1
# change scene to end-of-set scene if it is reached
if next_idx >= current_set.levels.size():
SceneManager.current_scene = current_set.end_scene.instantiate()
return
var level_info = current_set.levels[next_idx]
var level = load(level_info.scene_path) as PackedScene
if level:
SceneManager.current_scene = level.instantiate()
func _detect_current_level() -> void:
if not SceneManager.current_scene is Level:
current_set_index = -1
current_level_index = -1
return
for idx_set in level_sets.size():
var level_set = level_sets[idx_set]
for idx_lvl in level_set.levels.size():
var level = level_set.levels[idx_lvl]
if level.scene_path == SceneManager.current_scene.scene_file_path:
current_set_index = idx_set
current_level_index = idx_lvl
return
func _on_current_scene_changed(_new_scene: Node) -> void:
_detect_current_level()