aboutsummaryrefslogblamecommitdiffstats
path: root/godot/scenes/Game.gd
blob: 10bfad0ce8bd6a1a68fe62bee21522afb369ee20 (plain) (tree)
1
2
3
4
5
6
7
8
9

               

                               
 


                        
                     
 


                                           


                                                                




                                                                     




                                                                           
                                  





                                                              







                                                       

 




                                                                    
                 

                                                               
                        







                            


                       
                                                             





                                                         











                                               

                           
                                          
                                                                            





                                       

























                                                                 
extends Spatial

const NUM_LEVELS = 9
const PAR = [1,2,3,4,5,6,7,8,9]

# level control
var current_level_id = 0
var levels = []
var post_game = false

# stroke control
var current_strokes = 0
var strokes_per_level = [0,0,0,0,0,0,0,0,0]

# Called when the node enters the scene tree for the first time.
func _ready():
	for i in range(NUM_LEVELS):
		levels.append(get_node("/root/Game/Level%d" % (i+1)))
		
	current_strokes = 0
	levels[0].show()


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	if Input.is_action_just_pressed("ui_cancel"):
		close_scoreboard()
		get_tree().paused = true
		$PausePopup.show()
		Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
		


func _on_QuitButton_pressed():
	get_tree().quit()


func _on_ResumeButton_pressed():
	$PausePopup.hide()
	get_tree().paused = false
	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)


func _on_MainMenuButton_pressed():
	get_tree().paused = false
	get_tree().change_scene("res://scenes/levels/MainMenu.tscn")


func end_level():
	open_scoreboard()
	evaluate_player(current_strokes, PAR[current_level_id])
	post_game = true


func add_stroke():
	current_strokes += 1


func revoke_stroke():
	current_strokes -= 1


func open_scoreboard():
	strokes_per_level[current_level_id] = current_strokes
	$Scoreboard.update_values(strokes_per_level, PAR)
	$Scoreboard.show()


func close_scoreboard():
	$Scoreboard.hide()


func is_post_game():
	return post_game


func next_level():
	post_game = false
	
	levels[current_level_id].hide()
	current_level_id = current_level_id + 1
	
	current_strokes = 0
	
	if current_level_id >= NUM_LEVELS:
		get_tree().change_scene("res://scenes/levels/MainMenu.tscn")
		return 
	
	# load next level
	levels[current_level_id].show()
	
	close_scoreboard()
	$Evaluation.hide()


func evaluate_player(strokes, par):
	if strokes <= 1:
		$Evaluation/EvaluationLabel.text = "HOLE IN ONE"
		$Evaluation.show()
		return 
	
	var diff = strokes - par
	if diff < -2:
		$Evaluation/EvaluationLabel.text = "%d" % diff
	elif diff == -2:
		$Evaluation/EvaluationLabel.text = "EAGLE"
	elif diff == -1: 
		$Evaluation/EvaluationLabel.text = "BIRDIE"
	elif diff == 0:
		$Evaluation/EvaluationLabel.text = "PAR"
	elif diff == 1:
		$Evaluation/EvaluationLabel.text = "BOGEY"
	elif diff == 2:
		$Evaluation/EvaluationLabel.text = "DOUBLE BOGEY"
	else:
		$Evaluation/EvaluationLabel.text = "+%d" % diff
	
	$Evaluation.show()