In my titlescreen I have 4 saveDoors
, each corresponding to a save. Each door's on_body_entered
signal is connected individually to the level. (disconnected from LevelManager
, and reconnected to titlescreen.gd
), and the appropriate save is loaded when the player interacts. (The way interacting currently works is that the objects that can be interacted with are on a different collision layer. When the player presses the action, they are temporarily moved to the layer the door is on. When the action is released, the bit is switched back off).
Should my current implementation be changed? As I have it now, each doors on_interact
is connected to the level's move_player_to_door()
method, ie. one connection per door.
Additionally with the titlescreen, I would like to preview an image of each save as the player passes each door. (A screenshot is saved when the player saves the game).
Currently, I have an Area2D
(called savePreviewTrigger
) under the saveDoor
. I was thinking of grabbing the on_body_entered
signal from the savePreviewTrigger
, and re-emitting it from saveDoor.gd
as a saveSelected
signal where I would pass the current door, door name, or door(save) number.
How should I go about implementing these areas? My current proposal looks like bubbling signals to me, which goes against one of the rules I read here: https://www.gdquest.com/tutorial/godot/best-practices/signals/