make Game.gd not rely on autoload/global

This commit is contained in:
2025-06-24 01:14:50 +10:00
parent 20cde0a778
commit 64befd8ec7
33 changed files with 194 additions and 411 deletions

28
main.gd
View File

@ -1,30 +1,47 @@
class_name Main
extends Node
signal loaded_scene
@export var scene: Node
@export var movies: Node
var game_manager: GameManager
var loaded: bool = false
var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
func _ready() -> void:
Game.switch_to_main_menu.connect(load_main_menu)
Game.switch_to_single_player.connect(load_singleplayer)
Game.switch_to_multi_player.connect(load_multiplayer)
func load_main_menu() -> void:
load_scene(main_menu_scene_path)
await loaded_scene
if game_manager:
game_manager.queue_free()
game_manager = GameManager.new()
add_child(game_manager)
game_manager.switch_to_main_menu.connect(load_main_menu)
game_manager.switch_to_single_player.connect(load_singleplayer)
game_manager.switch_to_multi_player.connect(load_multiplayer)
var main_menu: MainMenu = scene.get_child(0) as MainMenu
main_menu.multiplayer_game_requested.connect(load_multiplayer)
main_menu.singleplayer_game_requested.connect(load_singleplayer)
main_menu.game = game_manager
func load_singleplayer() -> void:
load_scene(singleplayer_lobby_scene_path)
await loaded_scene
var single_player_lobby: SinglePlayerLobby = scene.get_child(0) as SinglePlayerLobby
single_player_lobby.game_manager = game_manager
single_player_lobby.setup_game()
func load_multiplayer() -> void:
load_scene(multiplayer_lobby_scene_path)
await loaded_scene
var multi_player_lobby: MultiplayerLobby = scene.get_child(0) as MultiplayerLobby
multi_player_lobby.game_manager = game_manager
func load_scene(scene_path: String) -> void:
@ -42,3 +59,4 @@ func load_scene(scene_path: String) -> void:
movies = null
$CanvasLayer.visible = true
scene.add_child(new_scene.instantiate())
loaded_scene.emit()