test-client-godot/global.gd

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5.3 KiB
GDScript3
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extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
var current_scene = null
var character_name = null
var character_color = null
var character_sex = null
var character_slot = null
# BG loader
var loader
var wait_frames
var time_max = 100 # msec
#var current_scene
var main_scene = null
func _ready():
var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() -1)
# current_scene = root.get_node( "Main/login_scene" )
# main_scene = root.get_node( "Main" )
change_title()
get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
# global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# if global.character_creation_camera:
# global.character_creation_camera.make_current()
global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )
func goto_scene_loading( path ):
get_node("background_loader").show()
loader = ResourceLoader.load_interactive( path )
if loader == null: # check for errors
# show_error()
return
set_process(true)
if current_scene:
current_scene.queue_free() # get rid of the old scene
wait_frames = 1
func _process(time):
if loader == null:
# no need to process anymore
set_process(false)
return
if wait_frames > 0: # wait for frames to let the "loading" animation to show up
wait_frames -= 1
return
var t = OS.get_ticks_msec()
while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
# poll your loader
var err = loader.poll()
update_progress()
if err == ERR_FILE_EOF: # load finished
# update_progress()
var resource = loader.get_resource()
loader = null
set_new_scene( resource )
break
elif err == OK:
# update_progress()
pass
else: # error during loading
show_error()
loader = null
break
func update_progress():
var progress_texture = get_node("background_loader/center_container/texture_progress")
var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value
progress_texture.value = progress
func set_new_scene( scene_resource ):
var progress_texture = get_node("background_loader/center_container/texture_progress")
progress_texture.value = 0
get_node("background_loader").hide()
current_scene = scene_resource.instance()
get_tree().get_root().add_child(current_scene)
# get_tree().set_current_scene( current_scene )
########################################
#### deffered goto without loading #####
func goto_scene( path ):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deferred_goto_scene", path)
func _deferred_goto_scene( path ):
# Immediately free the current scene,
# there is no risk here.
if current_scene:
current_scene.free()
# Load new scene.
var s = ResourceLoader.load( path )
# Instance the new scene.
current_scene = s.instance()
# Add it to the active scene, as child of root.
main_scene.add_child( current_scene )
# Optional, to make it compatible with the SceneTree.change_scene() API.
get_tree().set_current_scene( current_scene )
########################################
########################################
########################################
############### Main ###################
func on_window_size_changed():
change_title()
func change_title():
var title = "Khanat"
if has_node( WINDOW_TITLE_INPUT ):
var title_node = get_node( WINDOW_TITLE_INPUT )
if title_node and not title_node.text.strip_edges() == "":
title = title_node.text.strip_edges()
title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
OS.set_window_title( title )
func _on_login_scene_character_creation_finished():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading config file: ", err)
config_file.set_value(str(global.character_slot), "name", global.character_name)
config_file.set_value(str(global.character_slot), "color", global.character_color)
config_file.save( "user://player.cfg" )
print("test")
global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
# get_tree().change_scene( "res://game_scene/game_scene.tscn" )
func _on_logout_button_pressed():
global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
# get_tree().change_scene( "res://login_scene/login_scene.tscn" )