feat: Implement a comprehensive global event bus with new event handlers and integrate player health and collection events.

This commit is contained in:
2026-01-31 15:15:52 +01:00
parent dde3eaa52e
commit 62bdf1ba39
15 changed files with 322 additions and 54 deletions

View File

@@ -10,18 +10,19 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class GameManager : Node
{
[Export] public Array<PackedScene> LevelScenes { get; set; } = [];
public PlayerController Player {
public PlayerController Player
{
get => GetPlayer();
private set => _player = value;
}
private List<Node> _sceneNodes = [];
private PlayerController _player;
private SpeedRunManager _speedRunManager;
private EventBus _eventBus;
[Export]
[Export]
public Dictionary PlayerState { get; set; } = new()
{
{ "coins", 0 },
@@ -31,7 +32,7 @@ public partial class GameManager : Node
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
[Export]
public Dictionary CurrentSessionState { get; private set; } = new()
{
@@ -55,14 +56,14 @@ public partial class GameManager : Node
public override void _Ready()
{
_speedRunManager = GetNode<SpeedRunManager>("/root/SpeedRunManager");
_eventBus = GetNode<EventBus>("/root/EventBus");
}
private void OnNodeAdded(Node node)
{
_sceneNodes.Add(node);
}
private void OnNodeRemoved(Node node)
{
_sceneNodes.Remove(node);
@@ -76,11 +77,11 @@ public partial class GameManager : Node
{
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
}
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
public int GetCoins() => (int)PlayerState["coins"] + (int)CurrentSessionState["coins_collected"];
public void RemoveCoins(int amount)
{
var sessionCoins = (int)CurrentSessionState["coins_collected"];
@@ -96,12 +97,12 @@ public partial class GameManager : Node
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
}
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
public bool IsSkillUnlocked(SkillData skill)
{
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
@@ -120,7 +121,7 @@ public partial class GameManager : Node
foreach (SkillData s in arr)
{
if (s.Name != skillName) continue;
arr.Remove(s);
break;
}
@@ -145,7 +146,7 @@ public partial class GameManager : Node
{ "statistics", new Godot.Collections.Dictionary<string, Variant>()}
};
}
public void UnlockLevel(int levelIndex)
{
var unlocked = (Array)PlayerState["unlocked_levels"];
@@ -160,10 +161,10 @@ public partial class GameManager : Node
{
PlayerState["current_level"] = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]);
_eventBus.EmitSignal(EventBus.SignalName.LevelStarted, next, GetTree().CurrentScene);
EventBus.EmitLevelStarted(next, GetTree().CurrentScene);
}
}
public void MarkLevelComplete(int levelIndex)
{
UnlockLevel(levelIndex + 1);
@@ -179,7 +180,7 @@ public partial class GameManager : Node
{ "skills_unlocked", new Array<SkillData>() }
};
}
public void RestartGame()
{
ResetPlayerState();
@@ -187,19 +188,19 @@ public partial class GameManager : Node
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0;
public void ResumeGame() => Engine.TimeScale = 1;
public void StartNewGame()
{
ResetPlayerState();
ResetCurrentSessionState();
_speedRunManager?.StartTimer();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
@@ -220,19 +221,19 @@ public partial class GameManager : Node
else
GD.PrintErr("No levels unlocked to continue.");
}
public void OnLevelComplete()
{
var levelIndex = (int)PlayerState["current_level"];
MarkLevelComplete(levelIndex);
AddCoins((int)CurrentSessionState["coins_collected"]);
foreach (var s in (Array)CurrentSessionState["skills_unlocked"])
UnlockSkill((SkillData)s);
var completionTime = _speedRunManager?.GetCurrentLevelTime() ?? 0.0;
_eventBus.EmitSignal(EventBus.SignalName.LevelCompleted, levelIndex, GetTree().CurrentScene, completionTime);
EventBus.EmitLevelCompleted(levelIndex, GetTree().CurrentScene, completionTime);
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
@@ -253,17 +254,17 @@ public partial class GameManager : Node
public PlayerController GetPlayer()
{
if (_player != null && IsInstanceValid(_player)) return _player;
_player = null;
foreach (var node in _sceneNodes)
{
if (node is not PlayerController player) continue;
_player = player;
return _player;
}
GD.PrintErr("PlayerController not found in the scene tree.");
return null;
}