extends Node3D class_name Level enum GameState { WAITING, # Stop state to be used by default, nothing should react to this TAGGER_GROUNDED, # Tagger is on the ground TAGGER_UNGROUNDED, # Tagger is off the ground TAGGER_CHANGE, # Tagger has caught someone, and new person must go to ground } var game_state: GameState = GameState.WAITING var game_tagger: Player signal state_change(old: GameState, new: GameState) signal state_enter_tagger_grounded signal state_leave_tagger_grounded signal state_enter_tagger_ungrounded signal state_leave_tagger_ungrounded signal state_enter_tagger_change(new_tagger: Player) signal state_leave_tagger_change const MIN_PLAYERS := 2 const global_msg_1 := "Waiting for at least {min_players} players to join" const global_msg_2 := "Game is starting soon, {tagger_username} is it!" const global_msg_3 := "{tagger_username} is it! Run!" const global_msg_4 := "{old_tagger_username} caught {tagger_username}!" const global_msg_5 := "{old_tagger_username} left. {tagger_username} is now it!" func set_tagger_grounded(v: bool): if v and game_state == GameState.TAGGER_CHANGE: _change_state(GameState.TAGGER_GROUNDED) return if not (game_state == GameState.TAGGER_GROUNDED or game_state == GameState.TAGGER_UNGROUNDED): return if (not v) and game_state == GameState.TAGGER_GROUNDED: _change_state(GameState.TAGGER_UNGROUNDED) if v and game_state == GameState.TAGGER_UNGROUNDED: _change_state(GameState.TAGGER_GROUNDED) func not_enough_players() -> bool: if %Players.get_children().size() < MIN_PLAYERS: _change_state(GameState.WAITING) %GlobalMessage.text = global_msg_1.format({"min_players": MIN_PLAYERS}) return true return false func change_to_random_tagger(): game_tagger = %Players.get_children().pick_random() _change_state(GameState.TAGGER_CHANGE) func tagger_left_game(): if not_enough_players(): return var old_tagger_username := game_tagger.username change_to_random_tagger() var tagger_username := game_tagger.username %GlobalMessage.text = global_msg_5.format({ "old_tagger_username": old_tagger_username, "tagger_username": tagger_username}) func set_tagger(who: Player): if game_state == GameState.WAITING: return game_tagger.tree_exiting.disconnect(tagger_left_game) who.tree_exiting.connect(tagger_left_game) game_tagger = who _change_state(GameState.TAGGER_CHANGE) func _change_state(new_state: GameState): if game_state == new_state: return if new_state == GameState.WAITING: game_tagger = null state_change.emit(game_state, new_state) if new_state == GameState.TAGGER_GROUNDED: state_enter_tagger_grounded.emit() if new_state == GameState.TAGGER_UNGROUNDED: state_enter_tagger_ungrounded.emit() if new_state == GameState.TAGGER_CHANGE: state_enter_tagger_change.emit(game_tagger) var old_state = game_state game_state = new_state if old_state == GameState.TAGGER_GROUNDED: state_leave_tagger_grounded.emit() if old_state == GameState.TAGGER_UNGROUNDED: state_leave_tagger_ungrounded.emit() if old_state == GameState.TAGGER_CHANGE: state_leave_tagger_change.emit() func _ready(): # Hacky way to start level without going though multiplayer screens if get_parent() == get_tree().root: %PlayerSpawner.spawn(multiplayer.get_unique_id()) # Called from the server func server_add_player(id: int): %PlayerSpawner.spawn(id) func server_remove_player(id: int): %PlayerSpawner.despawn_player(id) static func find_level(node: Node) -> Level: while not (node is Level): node = node.get_parent() return node