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golang
a year ago
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extends Node2D

@export var floor_scene: PackedScene = null;
@export var player_scene: PackedScene = null;
@export var platform_scene: PackedScene = null;
@export var moving_scene: PackedScene = null;
@export var teleportation_scene: PackedScene = null;

const platform_increment = 5
const platform_y_increment = 25
const level_width = 250
const floor_space = 10
const door_space = 20
const player_death_y = 100

var floor = null
var player = null
var door = null
var platforms = []
var players_in_door = []

var num_platforms = 0

func _ready():
	self.create_floor()
	self.create_player()
	self.create_door()
	self.reset_game()

func reset_game():
	self.reset_player()
	for platform in platforms:
		if is_instance_valid(platform):
			platform.queue_free()
	self.next_level()
	
func create_floor():
	self.floor = floor_scene.instantiate()
	self.add_child(floor)

func create_player():
	self.player = player_scene.instantiate()
	self.add_child(player)

func create_door():
	self.door = get_node("Door")

func reset_player():
	self.player.position = Vector2(-floor_space - level_width / 2, -floor_space)
	self.player.linear_velocity = Vector2(0, 0)
	self.player.angular_velocity = 0

func next_level():
	self.num_platforms += platform_increment
	self.generate_platforms()
	
func generate_platforms():
	var prev_y = 0
	var prev_x = 0
	var same_direction_remaining = randi_range(3,5) # How many more times to branch in one direction
	var direction = 1 # The current direction to branch out in
	for i in self.num_platforms:
		var new_platform;
		# Whether or not we will generate a moving platform on this y-level
		var should_gen_moving: bool = randi_range(1,3) == 3
		# Godot y axis is flipped
		prev_y -= platform_y_increment
		# Only one platform on this level if there is going to be moving platform
		for j in 1 if should_gen_moving else 2:
			# Choose between the three types randomly, unless it is already known that we are generating a moving platform
			var one_to_three: int = 3 if should_gen_moving else randi_range(1,2)
			
			# New platforms - order was changed for cleaner code; 3 now corresponds to moving_scene
			if one_to_three == 1:
				new_platform = platform_scene.instantiate()
			elif one_to_three == 2:
				new_platform = teleportation_scene.instantiate()
			elif one_to_three == 3:
				new_platform = moving_scene.instantiate()
				
			prev_x += randf_range(30,80) * direction # Multiplying the new position difference by -1 or 1 (random direction)
			same_direction_remaining -= 1
			if same_direction_remaining==0: # Finished branching off X times
				direction = -direction # Reverse the new direction (1 becomes -1)
				same_direction_remaining = randi_range(3,5) # Re-randomize the number of times to branch out
			new_platform.position = Vector2(prev_x, prev_y)
			self.platforms.append(new_platform)
			self.add_child(new_platform)
		if i == self.num_platforms - 1:
			self.door.position.x = new_platform.position.x
			self.door.position.y = prev_y - self.door_space
		
func _physics_process(delta):
	if player != null and player.position.y >= player_death_y:
		self.reset_player()
	if players_in_door.size() >= 1:
		self.reset_game()

func _on_door_body_entered(body):
	if body.is_in_group("players"):
		self.players_in_door.append(body)

func _on_door_body_exited(body):
	self.players_in_door.erase(body)
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