Files
Station-0/scripts/rooms/floor.gd
T

101 lines
3.7 KiB
GDScript

extends Node2D
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ROOM_SCENE = preload("res://scenes/run/rooms/room_base.tscn")
const ROOM_W := 960.0
const ROOM_H := 540.0
const TRANSITION_TIME := 0.25
const ENTRY_INSET := 60.0 # how far from wall edge the player appears
# ---------------------------------------------------------------------------
# Node refs
# ---------------------------------------------------------------------------
@onready var rooms_container: Node2D = $Rooms
@onready var camera: Camera2D = $Camera2D
@onready var player: Node2D = $Player
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _rooms: Dictionary = {} # Vector2i -> Room
var _current_grid: Vector2i
var _transitioning: bool = false
# ---------------------------------------------------------------------------
# Boot
# ---------------------------------------------------------------------------
func _ready() -> void:
var floor_num: int = max(RunManager.current_floor, 1)
_build_floor(FloorGenerator.generate(floor_num))
func _build_floor(floor_data: Array) -> void:
var start_pos := Vector2i.ZERO
for room_data in floor_data:
var room_node: Room = ROOM_SCENE.instantiate()
room_node.position = _grid_to_world(room_data.grid_pos)
rooms_container.add_child(room_node)
room_node.setup(room_data, self)
_rooms[room_data.grid_pos] = room_node
if room_data.type == RoomData.RoomType.START:
start_pos = room_data.grid_pos
# Snap camera + player to start room
var world_start := _grid_to_world(start_pos)
camera.position = world_start
player.global_position = world_start
_current_grid = start_pos
_rooms[start_pos].activate()
# ---------------------------------------------------------------------------
# Transitions
# ---------------------------------------------------------------------------
func transition_to(target_grid: Vector2i, from_direction: String) -> void:
if _transitioning:
return
_transitioning = true
_current_grid = target_grid
var new_world := _grid_to_world(target_grid)
# Teleport player to the entry side of the new room immediately
player.global_position = new_world + _entry_offset(from_direction)
# Activate the room (may spawn enemies) — we're outside physics here
_rooms[target_grid].activate()
# Slide the camera
var tween := create_tween()
tween.tween_property(camera, "position", new_world, TRANSITION_TIME)
tween.tween_callback(func(): _transitioning = false)
func _entry_offset(from_direction: String) -> Vector2:
# Player exits through `from_direction`; they enter the new room
# from the opposite side.
var i := ENTRY_INSET
match from_direction:
"up": return Vector2(0, ROOM_H / 2.0 - i) # enter at bottom
"down": return Vector2(0, -ROOM_H / 2.0 + i) # enter at top
"left": return Vector2( ROOM_W / 2.0 - i, 0) # enter at right
"right": return Vector2(-ROOM_W / 2.0 + i, 0) # enter at left
return Vector2.ZERO
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
func _grid_to_world(grid_pos: Vector2i) -> Vector2:
return Vector2(grid_pos.x * ROOM_W, grid_pos.y * ROOM_H)
# Returns the RoomData.RoomType for the room at the given grid position.
# Returns -1 if no room exists at that position.
func get_room_type_at(grid_pos: Vector2i) -> int:
if _rooms.has(grid_pos):
return _rooms[grid_pos].data.type
return -1