Game Pausing

This commit is contained in:
Marco 2025-02-06 15:57:03 +01:00
commit e86e9a2bf7
8 changed files with 160 additions and 22 deletions

View file

@ -8,6 +8,8 @@ public partial class GameManager : Node2D
private PlayerMovement _player;
public GameState GameState { get; private set; }
public PlayerMovement Player => _player;
private Node2D _cameraTarget;
@ -31,6 +33,9 @@ public partial class GameManager : Node2D
private Node2D _bulletsContainer;
public Node2D BulletsContainer => _bulletsContainer;
[Signal]
public delegate void GameStateChangeEventHandler(GameState state);
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
@ -64,11 +69,17 @@ public partial class GameManager : Node2D
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
GameState = GameState.Playing;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("pause"))
{
TogglePause();
}
}
public void SpawnPlayer()
@ -96,4 +107,48 @@ public partial class GameManager : Node2D
AddChild(_bulletsContainer);
}
public void TogglePause()
{
if (GameState == GameState.Paused)
{
Unpause();
}
else if (GameState == GameState.Playing)
{
Pause();
}
}
public void Pause()
{
if (GameState == GameState.Playing)
{
ChangeState(GameState.Paused);
}
}
public void Unpause()
{
if (GameState == GameState.Paused)
{
ChangeState(GameState.Playing);
}
}
public void ChangeState(GameState state)
{
if (state == GameState) return;
GameState = state;
EmitSignal(nameof(GameStateChange), (int)GameState);
GD.Print($"Game state changed to {state}");
}
}
public enum GameState
{
Menu,
Paused,
Playing,
Dialogue
}