test-client-godot/global.gd

200 lines
5.7 KiB
GDScript3
Raw Permalink Normal View History

extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
2018-08-20 09:10:33 +00:00
#### Environment
var time_scale = 0.01
2018-08-20 09:10:33 +00:00
#
##### 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
2018-08-09 08:08:33 +00:00
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"
2018-08-15 07:29:34 +00:00
var current_state = "login"
2018-08-18 08:22:19 +00:00
var font_size= 14
func launch_gdscript_test():
print("[global] Launch test gdscript -> Start")
var crypt = preload("res://gdnative/test/crypt.gd").new()
crypt.test()
var bitstream = preload("res://gdnative/test/bitstream.gd").new()
bitstream.test()
var bitset = preload("res://gdnative/test/bitset.gd").new()
bitset.test()
2020-01-24 18:56:51 +00:00
var bitstreamqueue = preload("res://gdnative/test/bitstreamqueue.gd").new()
bitstreamqueue.test()
print("[global] Launch test gdscript -> End")
return true
func _ready():
var root = get_tree().get_root()
# current_scene = root.get_child(root.get_child_count() -1)
assert(launch_gdscript_test() == true)
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()
2018-08-09 08:08:33 +00:00
########
#### change title ####
func on_window_size_changed():
change_title()
2018-08-09 08:08:33 +00:00
func change_title():
var title = "Khanat"
2018-08-09 08:08:33 +00:00
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()
2018-08-09 08:08:33 +00:00
title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
OS.set_window_title( title )
########
2018-08-09 08:08:33 +00:00
########
#### 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" ):
if not load_scene( p_next_scene_path ):
print( "Erreur lors du chargement de la scene: "+str(p_next_scene_path) )
return
character.hide()
# get_node("background_loader/center_container").rect_min_size = get_viewport().size
progress_texture.rect_min_size = get_viewport().size
get_node("background_loader").show()
self.current_start_position = p_start_position
parent_scene = p_parent_next_scene
old_scene = p_old_scene
set_process(true)
if old_scene:
unload_scene( old_scene )
wait_frames = 1
2018-08-15 07:29:34 +00:00
self.current_state = p_next_state
########
2018-08-09 08:08:33 +00:00
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()
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()
2018-08-09 08:08:33 +00:00
# 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:
2018-08-09 08:08:33 +00:00
update_progress()
pass
else: # error during loading
2019-03-05 19:20:05 +00:00
.show_error()
loader = null
break
########
func _input( event ):
2018-08-15 07:29:34 +00:00
if current_state == "game" and event is InputEventKey and not event.is_echo():
if event.is_action_pressed("test_change_map_1"):
2018-08-15 07:29:34 +00:00
global.change_level( "game", "res://test_scene/test_scene.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_2"):
2018-08-15 07:29:34 +00:00
global.change_level( "game", "res://test_grid_map/test_grid_map.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_3"):
2018-08-15 07:29:34 +00:00
global.change_level( "game", "res://game_scene/game_scene.tscn", null, current_map )
func update_progress():
2018-09-30 14:22:07 +00:00
var progress = (float(loader.get_stage()) / loader.get_stage_count()) * (progress_texture.max_value-progress_texture.min_value)
2018-09-30 14:22:07 +00:00
progress_texture.value = progress_texture.min_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
2018-08-09 08:08:33 +00:00
get_node("background_loader").hide()
character.show()
2018-08-09 08:08:33 +00:00
func _on_login_scene_character_creation_finished():
2018-08-15 07:29:34 +00:00
self.change_level( "game", "res://game_scene/game_scene.tscn", null, get_tree().get_root().get_node("login_scene") )
2018-08-09 08:08:33 +00:00
func _on_logout_button_pressed():
2018-08-15 07:29:34 +00:00
self.change_level( "login", "res://login_scene/login_scene.tscn", null, current_map )
get_tree().paused = false
2018-08-09 08:08:33 +00:00
########
func _on_GUI_logout_button_pressed():
pass # replace with function body