| extends Node3D |
| class_name LevelManager |
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| @export var robot: Robot |
| @export var level_goal_scene: PackedScene |
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| @onready var levels = get_children() |
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| var coins_in_level: Array[Array] |
| var active_coins_in_level_count: Array[int] |
| var enemies: Array[Enemy] |
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| var level_start_points: Array |
| var level_goals: Array |
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| func _ready(): |
| for node in find_children("Coin_*", "MeshInstance3D"): |
| node.set_script(Coin) |
| node.set_physics_process(true) |
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| level_start_points.resize(levels.size()) |
| level_goals.resize(levels.size()) |
| active_coins_in_level_count.resize(levels.size()) |
| active_coins_in_level_count.fill(0) |
| coins_in_level.resize(levels.size()) |
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| for level_id in range(0, levels.size()): |
| var start_node = levels[level_id].find_child("Start*") |
| level_start_points[level_id] = start_node.get_children() |
| var end_node = levels[level_id].find_child("End*") |
| level_goals[level_id] = end_node.get_children() |
| for goal in level_goals[level_id]: |
| var level_goal_area = level_goal_scene.instantiate() |
| goal.add_child(level_goal_area) |
| goal.visible = false |
| level_goal_area.position = Vector3.ZERO |
| var coins = levels[level_id].find_child("Coins*") |
| if coins: |
| active_coins_in_level_count[level_id] = coins.get_child_count() |
| for node in coins.get_children(): |
| var coin = node as MeshInstance3D |
| var coin_area = Area3D.new() |
| var coin_area_shape = CollisionShape3D.new() |
| coin_area_shape.shape = SphereShape3D.new() |
| coin_area.add_child(coin_area_shape) |
| coin_area.monitorable = true |
| coin_area.set_collision_layer_value(1, false) |
| coin_area.set_collision_layer_value(2, true) |
| var coin_parent = coin.get_parent() |
| coin_parent.add_child(coin_area) |
| coin_area.global_position = coin.global_position |
| coin.reparent(coin_area) |
| if not coins_in_level[level_id]: |
| coins_in_level[level_id] = [] |
| coins_in_level[level_id].append(coin_area) |
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| var enemy_parent = levels[level_id].find_child("Enemies*") as Node3D |
| if enemy_parent: |
| for enemy in enemy_parent.get_children(): |
| enemy = enemy as Node3D |
| var enemy_area = Area3D.new() |
| var enemy_area_shape = CollisionShape3D.new() |
| enemy_area_shape.shape = SphereShape3D.new() |
| enemy_area.add_child(enemy_area_shape) |
| enemy_area.monitorable = true |
| enemy_area.monitoring = true |
| enemy_area.set_collision_layer_value(1, false) |
| enemy_area.set_collision_layer_value(4, true) |
| enemy_area.set_collision_mask_value(1, true) |
| enemy.set_script(Enemy) |
| enemy.set_physics_process(true) |
| enemy.add_child(enemy_area) |
| enemy_area.connect("body_entered", enemy.on_wall_hit) |
| enemies.append(enemy) |
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| func randomize_goal(level_id: int): |
| var active_goal_id = randi_range(0, level_goals[level_id].size() - 1) |
| for goal_id in range(0, level_goals[level_id].size()): |
| var goal = level_goals[level_id][goal_id] |
| if goal_id == active_goal_id: |
| goal.visible = true |
| goal.process_mode = Node.PROCESS_MODE_INHERIT |
| else: |
| goal.visible = false |
| goal.process_mode = Node.PROCESS_MODE_DISABLED |
| return level_goals[level_id][active_goal_id].global_transform |
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| func get_closest_enemy(from_global_position: Vector3): |
| var closest_enemy: Enemy |
| var smallest_distance: float = INF |
| for enemy in enemies: |
| var distance: float = enemy.global_position.distance_to(from_global_position) |
| if distance < smallest_distance: |
| smallest_distance = distance |
| closest_enemy = enemy |
| return closest_enemy |
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| func get_closest_active_coin(from_global_position: Vector3, level: int): |
| var closest_coin: Area3D |
| var smallest_distance: float = INF |
| for coin in coins_in_level[level]: |
| if coin.visible == false: |
| continue |
| var distance: float = coin.global_position.distance_to(from_global_position) |
| if distance < smallest_distance: |
| smallest_distance = distance |
| closest_coin = coin |
| return closest_coin |
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| func deactivate_coin(coin: Area3D, current_level: int): |
| active_coins_in_level_count[current_level] -= 1 |
| coin.set_deferred("monitorable", false) |
| coin.visible = false |
| coin.process_mode = Node.PROCESS_MODE_DISABLED |
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| func check_all_coins_collected(current_level: int) -> bool: |
| return active_coins_in_level_count[current_level] == 0 |
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| func reset_coins(current_level: int): |
| var coins: Array = coins_in_level[current_level] |
| for coin in coins: |
| if not coin.visible: |
| coin.set_deferred("monitorable", true) |
| coin.visible = true |
| coin.process_mode = Node.PROCESS_MODE_INHERIT |
| active_coins_in_level_count[current_level] = coins.size() |
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| func get_spawn_position(level: int) -> Vector3: |
| var start_points: Array[Node] = level_start_points[min(level, levels.size() - 1)] |
| return start_points.pick_random().global_position |
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