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world.gd
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world.gd
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extends Node2D
@export var next_level: PackedScene
var level_time := 0.0
var start_level_msec := 0.0
@onready var level_completed: ColorRect = $CanvasLayer/LevelCompleted
@onready var start_in: ColorRect = %StartIn
@onready var start_in_label: Label = %StartInLabel
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var level_time_label: Label = %LevelTimeLabel
func _ready() -> void:
if not next_level is PackedScene:
level_completed.next_level_button.text = "Victory Screen"
next_level = load("res://victory_screen.tscn")
Events.level_completed.connect(show_level_completed)
get_tree().paused = true
start_in.visible = true
LevelTransition.fade_from_black()
animation_player.play("countdown")
await animation_player.animation_finished
get_tree().paused = false
start_in.visible = false
start_level_msec = Time.get_ticks_msec()
func _process(delta: float) -> void:
level_time = Time.get_ticks_msec() - start_level_msec
level_time_label.text = str(level_time / 1000.0)
func retry() -> void:
await LevelTransition.fade_to_black()
get_tree().paused = false
get_tree().change_scene_to_file(scene_file_path)
func go_to_next_level() -> void:
if not next_level is PackedScene:
return
await LevelTransition.fade_to_black()
get_tree().paused = false
get_tree().change_scene_to_packed(next_level)
func show_level_completed() -> void:
level_completed.show()
level_completed.retry_button.grab_focus()
get_tree().paused = true
func _on_level_completed_retry() -> void:
retry()
func _on_level_completed_next_level() -> void:
go_to_next_level()