53 lines
1.4 KiB
GDScript
53 lines
1.4 KiB
GDScript
extends Reference
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const INTERFACES = [preload("res://scripts/rover_station/state/state_interface.tres")]
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const NAME = "playing"
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var ctx: Spatial = null
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var game: Node
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var player: Node
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func _init(p_player: Node):
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player = p_player
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func enter_from(state):
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ctx.get_node("item_dump").enabled = false
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ctx.get_node("coin_machine").enabled = false
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ctx.get_node("item_holder").add_enabled = false
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ctx.get_node("item_holder").remove_enabled = false
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ctx.get_node("status_light").activate()
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# START THE GAME
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game = ctx.get_node("%rover_game").create_instance()
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game.connect("got_treasure", self, "on_got_treasure")
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game.connect("game_over", self, "on_game_over")
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ctx.get_node("game_canvas").visible = true
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player.start_playing_rover_game()
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func exit_to(state):
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# END THE GAME
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player.stop_playing_rover_game()
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ctx.get_node("game_canvas").visible = false
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if game:
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game.queue_free()
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game = null
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func on_coin_machine_coin_requirement_met(player):
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assert(false, "coin machine should be disabled while playing")
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func on_item_dump_completed():
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assert(false, "item dump should be disabled while playing")
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func on_damage_taken():
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if ctx.hp <= 0:
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ctx.change_state(ctx.StateBroken.new())
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func on_got_treasure(treasure: Resource):
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ctx.add_treasure(treasure)
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func on_game_over():
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ctx.change_state(ctx.StateIdle.new())
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func on_player_sleep():
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ctx.treasure.clear()
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ctx.change_state(ctx.StateIdle.new())
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