Files
Station-0/scripts/game_manager.gd
T
Station 0 Dev 342175f4c3 Initial commit — Station 0 vertical slice in progress
Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES)
and active Godot 4 / GDScript codebase. Core systems built: player, floor generation,
room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
2026-03-04 12:33:05 -05:00

52 lines
1.2 KiB
GDScript

extends Node
enum GameState {
HUB,
RUN,
CARD_GAME,
CUTSCENE,
PAUSED,
}
var current_state: GameState = GameState.HUB
var _previous_state: GameState = GameState.HUB
func _ready() -> void:
EventBus.run_started.connect(_on_run_started)
EventBus.run_ended.connect(_on_run_ended)
call_deferred("_load_game")
func _load_game() -> void:
SaveManager.load_save()
func change_state(new_state: GameState) -> void:
_previous_state = current_state
current_state = new_state
func pause() -> void:
if current_state != GameState.PAUSED:
change_state(GameState.PAUSED)
get_tree().paused = true
func unpause() -> void:
if current_state == GameState.PAUSED:
change_state(_previous_state)
get_tree().paused = false
func go_to_hub() -> void:
change_state(GameState.HUB)
get_tree().change_scene_to_file("res://scenes/hub/hub.tscn")
func start_run() -> void:
RunManager.start_run(0, [], [])
change_state(GameState.RUN)
get_tree().change_scene_to_file("res://scenes/run/floor.tscn")
func _on_run_started() -> void:
change_state(GameState.RUN)
func _on_run_ended(_survived: bool) -> void:
# Body parts are always kept — save before returning to hub
SaveManager.save()
call_deferred("go_to_hub")