ajout d'un ecran de chargement.

This commit is contained in:
osquallo 2018-08-08 10:46:16 +02:00
parent 52bcbe10b9
commit a9ed135b1b
11 changed files with 249 additions and 27 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 MiB

View file

@ -17,6 +17,7 @@ func _on_character_creation_menu_valid_button_pressed():
func _on_character_selection_menu_character_selected(slot):
print( "selected character slot "+str( slot )+"." )
global.character_slot = slot
$character_selection_menu.hide()
$character_creation_menu.show()

View file

@ -85,7 +85,6 @@ _sections_unfolded = [ "Mouse", "Size Flags", "Theme", "Visibility", "custom_sty
[node name="Test" type="MarginContainer" parent="Windows" index="0"]
editor/display_folded = true
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0

View file

@ -14,10 +14,15 @@ func _ready():
# pass
func _on_slot0_character_button_pressed():
emit_signal( "character_selected", 0 )
func _on_return_button_pressed():
emit_signal( "return_button_pressed" )
func _on_slot0_character_button_pressed():
emit_signal( "character_selected", 0 )
func _on_slot1_character_button_pressed():
emit_signal( "character_selected", 1 )

View file

@ -66,20 +66,45 @@ size_flags_horizontal = 1
size_flags_vertical = 1
alignment = 0
[node name="slot0_box" type="HBoxContainer" parent="h_box_container/character_slots" index="0"]
[node name="return_button" type="Button" parent="h_box_container/character_slots" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 54.0
margin_bottom = 20.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 2
size_flags_vertical = 2
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Retour"
flat = false
align = 1
_sections_unfolded = [ "Size Flags" ]
[node name="slot0_box" type="HBoxContainer" parent="h_box_container/character_slots" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 201.0
margin_right = 342.0
margin_bottom = 128.0
margin_bottom = 329.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
size_flags_vertical = 2
custom_constants/separation = 8
alignment = 0
_sections_unfolded = [ "Size Flags", "custom_constants" ]
@ -133,28 +158,71 @@ flat = true
align = 1
_sections_unfolded = [ "Size Flags" ]
[node name="return_button" type="Button" parent="h_box_container/character_slots" index="1"]
[node name="slot1_box" type="HBoxContainer" parent="h_box_container/character_slots" index="2"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_top = 580.0
margin_right = 54.0
margin_bottom = 600.0
margin_top = 402.0
margin_right = 342.0
margin_bottom = 530.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 2
custom_constants/separation = 8
alignment = 0
_sections_unfolded = [ "Size Flags", "custom_constants" ]
[node name="character_button" type="TextureButton" parent="h_box_container/character_slots/slot1_box" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 128.0
margin_bottom = 128.0
rect_min_size = Vector2( 128, 128 )
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 2
size_flags_vertical = 10
size_flags_horizontal = 3
size_flags_vertical = 1
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Retour"
flat = false
texture_normal = ExtResource( 3 )
_sections_unfolded = [ "Rect", "Size Flags", "Textures" ]
[node name="character_name" type="Button" parent="h_box_container/character_slots/slot1_box" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 136.0
margin_top = 54.0
margin_right = 342.0
margin_bottom = 74.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
focus_mode = 2
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 3
size_flags_vertical = 4
toggle_mode = false
enabled_focus_mode = 2
shortcut = null
group = null
text = "Créer un nouveau personnage."
flat = true
align = 1
_sections_unfolded = [ "Size Flags" ]
@ -175,10 +243,14 @@ size_flags_horizontal = 3
size_flags_vertical = 3
_sections_unfolded = [ "Size Flags" ]
[connection signal="pressed" from="h_box_container/character_slots/return_button" to="." method="_on_return_button_pressed"]
[connection signal="pressed" from="h_box_container/character_slots/slot0_box/character_button" to="." method="_on_slot0_character_button_pressed"]
[connection signal="pressed" from="h_box_container/character_slots/slot0_box/character_name" to="." method="_on_slot0_character_button_pressed"]
[connection signal="pressed" from="h_box_container/character_slots/return_button" to="." method="_on_return_button_pressed"]
[connection signal="pressed" from="h_box_container/character_slots/slot1_box/character_button" to="." method="_on_slot1_character_button_pressed"]
[connection signal="pressed" from="h_box_container/character_slots/slot1_box/character_name" to="." method="_on_slot1_character_button_pressed"]

View file

@ -67,7 +67,7 @@ uv2_triplanar_sharpness = 1.0
proximity_fade_enable = false
distance_fade_enable = false
[node name="Character" type="KinematicBody" index="0"]
[node name="Character" type="KinematicBody"]
transform = Transform( 1, 0, 0, 0, 0.589355, 0, 0, 0, 1, -0.0409546, 1.06519, 6.02408 )
input_ray_pickable = true

View file

@ -38,5 +38,5 @@ func change_title():
# $Game/Character/MeshInstance.get_surface_material(0).albedo_color = $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance.get_surface_material(0).albedo_color
func _on_login_scene_character_creation_finished():
global.goto_scene( "res://game_scene/game_scene.tscn", "Main" )
global.goto_scene_loading( "res://game_scene/game_scene.tscn" )

View file

@ -1,15 +1,92 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=4 format=2]
[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
[ext_resource path="res://login_scene/login_scene.tscn" type="PackedScene" id=2]
[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_test.tga" type="Texture" id=3]
[node name="Main" type="Node"]
[node name="Main" type="Node" index="0"]
script = ExtResource( 1 )
_sections_unfolded = [ "Pause" ]
[node name="login_scene" parent="." index="0" instance=ExtResource( 2 )]
[node name="background_loader" type="Panel" parent="." index="1"]
visible = false
self_modulate = Color( 0, 0, 0, 1 )
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
_sections_unfolded = [ "Mouse", "Visibility", "custom_constants" ]
[node name="center_container" type="MarginContainer" parent="background_loader" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 1
size_flags_vertical = 1
[node name="texture_rect" type="TextureRect" parent="background_loader/center_container" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 8.0
margin_right = 1024.0
margin_bottom = 600.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 1
mouse_default_cursor_shape = 0
size_flags_horizontal = 5
size_flags_vertical = 5
texture = ExtResource( 3 )
expand = true
stretch_mode = 7
_sections_unfolded = [ "Rect", "Size Flags" ]
[node name="progress_bar" type="ProgressBar" parent="background_loader/center_container" index="1"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_left = 388.0
margin_top = 584.0
margin_right = 644.0
margin_bottom = 600.0
rect_min_size = Vector2( 256, 0 )
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 6
size_flags_vertical = 10
min_value = 0.0
max_value = 100.0
step = 1.0
page = 0.0
value = 0.0
exp_edit = false
rounded = true
percent_visible = true
_sections_unfolded = [ "Margin", "Rect", "Size Flags" ]
[connection signal="character_creation_finished" from="login_scene" to="." method="_on_login_scene_character_creation_finished"]

View file

@ -6,9 +6,16 @@ var character_camera = null
var character_creation_mesh = null
var character_creation_camera = null
var player_name
var player_color
var player_name = null
var player_color = 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)
@ -16,8 +23,69 @@ func _ready():
# character = get_tree().get_root().get_node( "Main/Game/Character" )
# character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" )
# character_creation_camera = get_tree().get_root().get_node( "Main/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
main_scene = root.get_node( "Main" )
func goto_scene_loading( path ):
get_tree().get_root().get_node("Main/background_loader").show()
loader = ResourceLoader.load_interactive( path )
if loader == null: # check for errors
show_error()
return
set_process(true)
func goto_scene(path, parent):
current_scene.queue_free() # get rid of the old scene
# start your "loading..." animation
# get_node("animation").play("loading")
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()
if err == ERR_FILE_EOF: # load finished
var resource = loader.get_resource()
loader = null
set_new_scene( resource )
break
elif err == OK:
update_progress()
else: # error during loading
show_error()
loader = null
break
func update_progress():
print("test: "+str(loader.get_stage())+" / "+str(loader.get_stage_count()) )
var progress = int( (float(loader.get_stage()) / loader.get_stage_count()) *100 )
# update your progress bar?
get_tree().get_root().get_node("Main/background_loader/center_container/progress_bar").value = progress
# or update a progress animation?
# var len = get_node("animation").get_current_animation_length()
# call this on a paused animation. use "true" as the second parameter to force the animation to update
# get_node("animation").seek(progress * len, true)
func set_new_scene( scene_resource ):
get_tree().get_root().get_node("Main/background_loader").hide()
current_scene = scene_resource.instance()
main_scene.add_child(current_scene)
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
@ -27,10 +95,10 @@ func goto_scene(path, parent):
# 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, parent)
call_deferred("_deferred_goto_scene", path)
func _deferred_goto_scene(path, parent):
func _deferred_goto_scene( path ):
# Immediately free the current scene,
# there is no risk here.
current_scene.free()
@ -42,7 +110,7 @@ func _deferred_goto_scene(path, parent):
current_scene = s.instance()
# Add it to the active scene, as child of root.
get_tree().get_root().get_node( parent ).add_child( current_scene )
path.add_child( current_scene )
# Optional, to make it compatible with the SceneTree.change_scene() API.
get_tree().set_current_scene( current_scene )