test-client-godot/global.gd

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5.1 KiB
GDScript3
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extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
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#### Environment
var time_scale = 0.1
#
##### Character
#var character_name = "player"
#var character_color = null
#var character_gender = null
#var character_scale = 1
#var character_slot = null
#### BG loader
onready var progress_texture = $background_loader/center_container/texture_progress
var loader
var wait_frames
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var time_max = 10 # msec
var current_scene = null
var old_scene = null
var parent_scene = null
var current_map = null
var current_start_position = "start_position"
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var current_state = "login"
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var font_size= 14
func _ready():
var root = get_tree().get_root()
# current_scene = root.get_child(root.get_child_count() -1)
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change_title()
get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
# change_level( "res://login_scene/login_scene.tscn", get_tree().get_root() )
character.get_node( "infos_spatial" ).hide()
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########
#### change title ####
func on_window_size_changed():
change_title()
func change_title():
var title = "Khanat"
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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 )
########
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########
#### change level
func unload_scene( scene ):
scene.queue_free()
func load_scene( scene_path ):
loader = ResourceLoader.load_interactive( scene_path )
if loader == null: # check for errors
return false
return true
func change_level( p_next_state, p_next_scene_path, p_parent_next_scene = null, p_old_scene = null, p_start_position = "start_position" ):
character.hide()
get_node("background_loader").show()
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# print()
# print( "change_level: " )
# if p_old_scene:
# print( "from "+p_old_scene.name )
# print( "to "+str(p_next_scene_path) )
# if p_parent_next_scene:
# print( " on "+ str(p_parent_next_scene.name) )
# print()
self.current_start_position = p_start_position
if not load_scene( p_next_scene_path ):
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show_error()
return
parent_scene = p_parent_next_scene
old_scene = p_old_scene
set_process(true)
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if old_scene:
unload_scene( old_scene )
wait_frames = 1
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self.current_state = p_next_state
########
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func _process( time ):
########
#### LOADER
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()
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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()
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# 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:
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update_progress()
pass
else: # error during loading
show_error()
loader = null
break
########
func _input( event ):
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if current_state == "game" and event is InputEventKey and not event.is_echo():
if event.is_action_pressed("test_change_map_1"):
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global.change_level( "game", "res://test_scene/test_scene.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_2"):
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global.change_level( "game", "res://test_grid_map/test_grid_map.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_3"):
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global.change_level( "game", "res://game_scene/game_scene.tscn", null, current_map )
func update_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 ):
progress_texture.value = 0
var scene = scene_resource.instance()
# current_scene = scene_resource.instance()
if parent_scene:
parent_scene.add_child(scene)
else:
get_tree().get_root().add_child(scene)
print( "scene: "+str(scene.name) )
print( "start position: " + str(self.current_start_position ) )
if scene.has_node( self.current_start_position ):
print( "OK" )
character.update( scene.get_node( self.current_start_position ) )
current_map = scene
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get_node("background_loader").hide()
character.show()
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func _on_login_scene_character_creation_finished():
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self.change_level( "game", "res://game_scene/game_scene.tscn", null, get_tree().get_root().get_node("login_scene") )
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func _on_logout_button_pressed():
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self.change_level( "login", "res://login_scene/login_scene.tscn", null, current_map )
get_tree().paused = false
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########