diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-18 12:06:59 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-18 12:06:59 -0300 |
| commit | 5146895cf537dd69867da612abed5b4abaf805cd (patch) | |
| tree | 70212352a07922b58db99ba2564f76ca072af200 /scripts/Game.cs | |
| parent | eacdd15612c70ff86f3446982c46a09272249936 (diff) | |
ME ELIMINE AAAAAAAAAAAAAAAAAAAAAAAAAAAA
Diffstat (limited to 'scripts/Game.cs')
| -rw-r--r-- | scripts/Game.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/scripts/Game.cs b/scripts/Game.cs index 3bb1b83..f03aa20 100644 --- a/scripts/Game.cs +++ b/scripts/Game.cs @@ -21,23 +21,23 @@ public partial class Game : Node /// <summary> /// O jogo possui o mapa. /// </summary> - private Map.Map Map { get; set; } + private Map.Map map; /// <summary> /// Objeto para obter input do usuário. /// </summary> - private InputHandler InputHandler { get; set; } + private InputHandler inputHandler; /// <summary> /// Gerenciador de turnos /// </summary> - private TurnManager TurnManager { get; set; } + private TurnManager turnManager; private Hud hud; + private SignalBus.EscapeRequestedEventHandler escapeLambda; + [Signal] public delegate void MainMenuRequestedEventHandler(); - private SignalBus.EscapeRequestedEventHandler escapeLambda; - public override void _Ready() { base._Ready(); @@ -45,9 +45,9 @@ public partial class Game : Node escapeLambda = () => EmitSignal(SignalName.MainMenuRequested); SignalBus.Instance.EscapeRequested += escapeLambda; - Map = GetNode<Map.Map>("Map"); + map = GetNode<Map.Map>("Map"); - InputHandler = GetNode<InputHandler>("InputHandler"); + inputHandler = GetNode<InputHandler>("InputHandler"); hud = GetNode<Hud>("HUD"); // O jogador é criado pelo jogo. @@ -56,15 +56,15 @@ public partial class Game : Node RemoveChild(camera); player.HealthChanged += (int hp, int maxHp) => hud.OnHealthChanged(hp, maxHp); player.ManaChanged += hud.OnManaChanged; - player.Died += () => InputHandler.SetInputHandler(InputHandlers.GameOver); + player.Died += () => inputHandler.SetInputHandler(InputHandlers.GameOver); player.AddChild(camera); - Map.Generate(player); + map.Generate(player); - Map.UpdateFOV(player.GridPosition); + map.UpdateFOV(player.GridPosition); - TurnManager = new(Map); + turnManager = new(map); MessageLogData.Instance.AddMessage("Boa sorte!"); } @@ -90,18 +90,18 @@ public partial class Game : Node { base._PhysicsProcess(delta); - Player player = Map.MapData.Player; + Player player = map.MapData.Player; // Pegamos uma ação do usuário - Action action = InputHandler.GetAction(player); + Action action = inputHandler.GetAction(player); if (action != null) { - TurnManager.InsertPlayerAction(action); + turnManager.InsertPlayerAction(action); } // Computamos um turno. - TurnManager.Tick(); + turnManager.Tick(); } } |
