53 lines
1.4 KiB
GDScript

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