change the way level gets loaded and use the event bus

This commit is contained in:
2022-09-01 11:30:01 -04:00
parent cb81734279
commit e29492447d
5 changed files with 53 additions and 23 deletions

View File

@@ -1,5 +1,7 @@
#include "Main.h"
#include "Event.h"
#include <SceneTree.hpp>
void alai::Main::_register_methods()
@@ -86,24 +88,21 @@ void alai::Main::_ready()
void alai::Main::_on_monitor_loaded()
{
if (level != nullptr)
{
auto level_node = load_level();
connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
emit_signal("monitor_loaded");
}
load_level();
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("level_loaded");
get_tree()->set_pause(true);
}
void alai::Main::load_monitor()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("monitor_loaded", this, "_on_monitor_loaded");
godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance());
auto monitor = get_node("Monitor");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true);
}
godot::Node *alai::Main::load_level()
void alai::Main::load_level()
{
if (level != nullptr)
{
@@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
auto loaded_level = level->instance();
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
return level_node;
}
return nullptr;
}
void alai::Main::_physics_process(float delta)