test-client-godot/game_scene/game_scene.gd

43 lines
1.4 KiB
GDScript

extends Node
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
func _ready():
change_title()
get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
global.character = get_node( "Game/Character" )
global.character_camera = get_node( "Game/Character/Camera_rotation_helper/Camera" )
global.character.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = global.player_color
print( str(global.player_name) )
print( str(global.player_color) )
$GUI.pause()
global.character_camera.make_current()
# $Game.hide()
#
# # BugGodot?: Meme si tous les nodes parent sont caché les gridmaps s'affichent quand meme :/
# # ce qui les rends quelque peu inutilisables.
# $Game/World/GridMaps/Ground.hide()
# $Game/World/GridMaps/wall.hide()
# $Game/World/GridMaps/ceilling.hide()
func _process(delta):
pass
func on_window_size_changed():
change_title()
func change_title():
var title_node = get_node( WINDOW_TITLE_INPUT )
var title = "Khanat"
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 )