Godot-SpaceShooter/Scripts/GameManager.cs

139 lines
3.7 KiB
C#

using System;
using Godot;
using Godot.Collections;
namespace GodotspaceShooter.Scripts;
public partial class GameManager : Node {
private int asteroidMaxNumber = 3;
private int asteroidNumber;
private bool gameOver;
public bool GameOver {
get => gameOver;
private set {
gameOver = value;
GetTree().Paused = gameOver;
SoundManager.Instance.Stop(SoundManager.Sound.BackgroundMusic);
SoundManager.Instance.Play(SoundManager.Sound.GameOver);
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
[Export] private Array<PackedScene> asteroids;
[Export] private Node3D asteroidsContainer;
private int level = 1;
public int MaxLives { get; private set; } = 10;
private int lives = 10;
private int nextLevelPoints = 11;
private int points;
private float spawnRate = 1f;
private float spawnTimer;
public event EventHandler RefreshUi;
public event EventHandler NewCountdown;
public int AsteroidNumber {
get => asteroidNumber;
set {
asteroidNumber = value;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public int Lives {
get => lives;
set {
lives = value;
if (lives <= 0) GameOver = true;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public int Points {
get => points;
set {
points = value;
if (points >= nextLevelPoints) NextLevel();
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public int Level {
get => level;
private set {
level = value;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public int NextLevelPoints {
get => nextLevelPoints;
private set {
nextLevelPoints = value;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public int AsteroidMaxNumber {
get => asteroidMaxNumber;
private set {
asteroidMaxNumber = value;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
private bool gamePaused;
public bool GamePaused{
get => gamePaused;
set {
gamePaused = value;
GetTree().Paused = gamePaused;
RefreshUi?.Invoke(this, EventArgs.Empty);
}
}
public bool Countdown { get; set; }
public static GameManager Instance { get; private set; }
[Export] public bool Debug { get; private set; } = true;
public override void _Ready() {
Instance = this;
Lives = MaxLives;
spawnTimer = spawnRate;
SoundManager.Instance.Play(SoundManager.Sound.BackgroundMusic);
RefreshUi?.Invoke(this, EventArgs.Empty);
Countdown = true;
NewCountdown?.Invoke(this, EventArgs.Empty);
}
public override void _Process(double delta) {
if (!GamePaused && !Countdown) {
spawnTimer -= (float)delta;
if (spawnTimer < 0) {
if (AsteroidNumber < asteroidMaxNumber) SpawnNewAsteroid();
spawnTimer = spawnRate;
}
}
}
private void SpawnNewAsteroid() {
if (GameOver) return;
GD.Print("Spawn new asteroid");
AsteroidNumber++;
Node asteroid = asteroids.PickRandom().Instantiate();
asteroidsContainer.AddChild(asteroid);
asteroid.Name = $"Asteroid{AsteroidNumber}";
}
private void NextLevel() {
Ui.Instance.ShowMessage("Next Level!");
Level++;
NextLevelPoints = Level * 33;
AsteroidMaxNumber = 3 + Level;
spawnRate = 1f - Level * 0.1f;
}
}