Files
stefwill bb1c9f9284 feat: Add core map generation and management system
- Introduced MapData, MapGenerator, and MapPainter classes for procedural map generation.
- Implemented LevelManager to handle level initialization and navigation.
- Created TurnManager for managing turn order in a turn-based system.
- Added Player and Enemy character classes with movement and turn-taking capabilities.
- Established pathfinding using AStar2D in PathfindingHandler.
- Integrated new scenes for player and enemy characters, along with world setup.
- Included a new tileset for futuristic Zelda-themed assets.
2026-03-16 16:24:32 +11:00

62 lines
2.2 KiB
GDScript

## TurnManager.gd
# Autoload singleton for managing turn order in a turn-based game.
# Handles registration, sequencing, and signaling for all turn-taking entities.
extends Node
# List of entities that participate in the turn order (e.g., Player, Enemies).
var turn_entities: Array[Node] = []
# Index of the entity whose turn is currently active.
var current_index: int = 0
# Whether the turn system is currently running.
var active: bool = false
# Registers an entity to participate in the turn order.
# Ensures no duplicates.
func register_entity(entity: Node) -> void:
if entity not in turn_entities:
turn_entities.append(entity)
# Unregisters an entity (e.g., when it is removed or defeated).
func unregister_entity(entity: Node) -> void:
if entity in turn_entities:
turn_entities.erase(entity)
# Starts the turn sequence for all registered entities.
# Resets the index and begins the first turn.
func start_turns() -> void:
if turn_entities.size() == 0:
return
active = true
current_index = 0
_next_turn()
# Advances to the next entity's turn.
# Connects to the entity's turn_finished signal and calls its take_turn() method.
func _next_turn() -> void:
if not active or turn_entities.size() == 0:
return
if current_index >= turn_entities.size():
current_index = 0 # New round
# Get the next entity in the list.
var entity: Node = turn_entities[current_index]
# Connect to the entity's turn_finished signal if not already connected.
if not entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
entity.connect("turn_finished", Callable(self, "_on_entity_turn_finished"))
# Notify the entity to take its turn.
entity.take_turn()
# Called when an entity finishes its turn (emits turn_finished).
# Disconnects the signal and advances to the next entity.
func _on_entity_turn_finished() -> void:
# Disconnect to avoid duplicate connections.
var entity: Node = turn_entities[current_index]
if entity.is_connected("turn_finished", Callable(self, "_on_entity_turn_finished")):
entity.disconnect("turn_finished", Callable(self, "_on_entity_turn_finished"))
current_index += 1
_next_turn()
# Optionally, stops the turn sequence and resets state.
func stop_turns() -> void:
active = false
current_index = 0