126 lines
3.7 KiB
GDScript
126 lines
3.7 KiB
GDScript
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors, rooms, and the home/garden area.
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extends Node
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signal room_changed(floor_index: int, room_index: int)
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signal home_entered()
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signal hospital_entered()
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const FLOOR_HEIGHT: float = 720.0
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const ROOM_WIDTH: float = 1280.0
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const HOME_CAMERA_X: float = 640.0
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const HOME_CAMERA_Y: float = 1080.0
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const CAMERA_TWEEN_DURATION: float = 0.6
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const HOME_ROOM_NAME: String = "garden_party"
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const _ROOM_NAMES: Dictionary = {
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Vector2i(0, 0): "reception",
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Vector2i(0, 1): "giftshop",
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Vector2i(0, 2): "restaurant",
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Vector2i(0, 3): "emergency",
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Vector2i(1, 0): "xray",
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Vector2i(1, 1): "pharmacy",
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Vector2i(1, 2): "lab",
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Vector2i(1, 3): "patient_rooms",
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Vector2i(2, 0): "ultrasound",
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Vector2i(2, 1): "delivery_room",
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Vector2i(2, 2): "nursery",
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}
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var _current_floor: int = 0
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var _current_room: int = 0
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var _is_at_home: bool = false
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var _camera: Camera2D
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var _active_tween: Tween
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func initialize(camera: Camera2D) -> void:
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_camera = camera
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func go_to_floor(floor_index: int) -> void:
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go_to_room(floor_index, 0)
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func go_to_room(floor_index: int, room_index: int) -> void:
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if not _is_at_home and floor_index == _current_floor and room_index == _current_room:
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return
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_is_at_home = false
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_current_floor = floor_index
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_current_room = room_index
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var room_name: String = _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
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if not room_name.is_empty():
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GameState.set_current_room(room_name)
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if _camera == null:
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return
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var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5
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var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
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if _active_tween != null:
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.set_ease(Tween.EASE_IN_OUT)
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_active_tween.set_trans(Tween.TRANS_SINE)
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_active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
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_active_tween.finished.connect(func() -> void: room_changed.emit(floor_index, room_index))
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func go_to_home() -> void:
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if _is_at_home:
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return
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_is_at_home = true
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GameState.set_current_room(HOME_ROOM_NAME)
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if _camera == null:
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return
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if _active_tween != null:
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.set_ease(Tween.EASE_IN_OUT)
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_active_tween.set_trans(Tween.TRANS_SINE)
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_active_tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION)
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_active_tween.finished.connect(func() -> void: home_entered.emit())
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func go_to_hospital() -> void:
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if not _is_at_home:
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return
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_is_at_home = false
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var room_name: String = _ROOM_NAMES.get(Vector2i(_current_floor, _current_room), "")
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if not room_name.is_empty():
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GameState.set_current_room(room_name)
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if _camera == null:
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return
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var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
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var target_y: float = _current_floor * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
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if _active_tween != null:
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_active_tween.kill()
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_active_tween = create_tween()
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_active_tween.set_ease(Tween.EASE_IN_OUT)
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_active_tween.set_trans(Tween.TRANS_SINE)
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_active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
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_active_tween.finished.connect(func() -> void: hospital_entered.emit())
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func go_to_room_by_name(room_name: String) -> void:
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if room_name == HOME_ROOM_NAME:
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go_to_home()
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return
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for key: Vector2i in _ROOM_NAMES:
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if _ROOM_NAMES[key] == room_name:
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go_to_room(key.x, key.y)
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return
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func get_room_name(floor_index: int, room_index: int) -> String:
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return _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
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func get_current_floor() -> int:
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return _current_floor
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func get_current_room() -> int:
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return _current_room
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func is_at_home() -> bool:
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return _is_at_home
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