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Copy pathRoot.gd
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Root.gd
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extends Node2D
export (Array, PackedScene) var levels = []
var level_list := []
var current_level_instance = null
func _ready() -> void:
reset()
next_level({})
func next_level(data: Dictionary) -> void:
var level = get_next_level()
load_level(level, data)
func _on_current_level_instance_level_ended(data) -> void:
next_level(data)
func get_next_level() -> PackedScene:
var level = level_list.pop_front()
if not level:
reset()
level = level_list.pop_front()
return level
func reset() -> void:
level_list = levels.duplicate()
func load_level(level: PackedScene, data: Dictionary) -> void:
if current_level_instance:
remove_child(current_level_instance)
current_level_instance.queue_free()
var current_level_scene = level
current_level_instance = current_level_scene.instance()
current_level_instance.data = data
if utils.object_has_signal(current_level_instance, "level_ended"):
current_level_instance.connect("level_ended", self, "_on_current_level_instance_level_ended")
call_deferred("add_child", current_level_instance)