Files
Station-0/scripts/game_manager.gd
T
2026-03-10 11:30:56 -04:00

63 lines
1.6 KiB
GDScript

extends Node
enum GameState {
HUB,
RUN,
CARD_GAME,
CUTSCENE,
PAUSED,
}
var current_state: GameState = GameState.HUB
var _previous_state: GameState = GameState.HUB
const RunEndScreenScene = preload("res://scripts/ui/run_end_screen.gd")
var _run_end_screen: CanvasLayer = null
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()
EventBus.save_loaded.emit()
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:
# Bring everything in the wallet into the run — it's on the player, so it's at risk
var brought := UpgradeManager.wallet_credits
UpgradeManager.wallet_credits = 0
RunManager.start_run(brought, [], [])
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(reached_hub: bool) -> void:
# Save immediately — body parts and bank are always kept
SaveManager.save()
# Show end screen; it calls go_to_hub() when ready
_run_end_screen = RunEndScreenScene.new()
get_tree().root.add_child(_run_end_screen)
_run_end_screen.show_result(reached_hub)