ajout d'un ecran de chargement.
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parent
52bcbe10b9
commit
a9ed135b1b
11 changed files with 249 additions and 27 deletions
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assets/GUI/loading_screens/new_loading_bg_0.tga
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assets/GUI/loading_screens/new_loading_bg_0.tga
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assets/GUI/loading_screens/new_loading_bg_1.tga
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assets/GUI/loading_screens/new_loading_bg_1.tga
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assets/GUI/loading_screens/new_loading_bg_test.tga
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assets/GUI/loading_screens/new_loading_bg_test.tga
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After Width: | Height: | Size: 2.3 MiB |
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@ -17,6 +17,7 @@ func _on_character_creation_menu_valid_button_pressed():
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func _on_character_selection_menu_character_selected(slot):
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print( "selected character slot "+str( slot )+"." )
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global.character_slot = slot
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$character_selection_menu.hide()
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$character_creation_menu.show()
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@ -85,7 +85,6 @@ _sections_unfolded = [ "Mouse", "Size Flags", "Theme", "Visibility", "custom_sty
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[node name="Test" type="MarginContainer" parent="Windows" index="0"]
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editor/display_folded = true
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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@ -14,10 +14,15 @@ func _ready():
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# pass
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func _on_slot0_character_button_pressed():
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emit_signal( "character_selected", 0 )
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func _on_return_button_pressed():
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emit_signal( "return_button_pressed" )
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func _on_slot0_character_button_pressed():
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emit_signal( "character_selected", 0 )
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func _on_slot1_character_button_pressed():
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emit_signal( "character_selected", 1 )
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@ -66,20 +66,45 @@ size_flags_horizontal = 1
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size_flags_vertical = 1
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alignment = 0
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[node name="slot0_box" type="HBoxContainer" parent="h_box_container/character_slots" index="0"]
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[node name="return_button" type="Button" parent="h_box_container/character_slots" index="0"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_right = 54.0
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margin_bottom = 20.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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focus_mode = 2
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 2
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size_flags_vertical = 2
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toggle_mode = false
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enabled_focus_mode = 2
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shortcut = null
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group = null
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text = "Retour"
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flat = false
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align = 1
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_sections_unfolded = [ "Size Flags" ]
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[node name="slot0_box" type="HBoxContainer" parent="h_box_container/character_slots" index="1"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = 201.0
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margin_right = 342.0
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margin_bottom = 128.0
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margin_bottom = 329.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 1
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 1
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size_flags_vertical = 2
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custom_constants/separation = 8
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alignment = 0
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_sections_unfolded = [ "Size Flags", "custom_constants" ]
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@ -133,28 +158,71 @@ flat = true
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align = 1
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_sections_unfolded = [ "Size Flags" ]
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[node name="return_button" type="Button" parent="h_box_container/character_slots" index="1"]
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[node name="slot1_box" type="HBoxContainer" parent="h_box_container/character_slots" index="2"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = 580.0
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margin_right = 54.0
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margin_bottom = 600.0
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margin_top = 402.0
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margin_right = 342.0
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margin_bottom = 530.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 1
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 2
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custom_constants/separation = 8
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alignment = 0
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_sections_unfolded = [ "Size Flags", "custom_constants" ]
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[node name="character_button" type="TextureButton" parent="h_box_container/character_slots/slot1_box" index="0"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_right = 128.0
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margin_bottom = 128.0
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rect_min_size = Vector2( 128, 128 )
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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focus_mode = 2
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 2
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size_flags_vertical = 10
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size_flags_horizontal = 3
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size_flags_vertical = 1
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toggle_mode = false
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enabled_focus_mode = 2
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shortcut = null
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group = null
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text = "Retour"
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flat = false
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texture_normal = ExtResource( 3 )
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_sections_unfolded = [ "Rect", "Size Flags", "Textures" ]
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[node name="character_name" type="Button" parent="h_box_container/character_slots/slot1_box" index="1"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_left = 136.0
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margin_top = 54.0
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margin_right = 342.0
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margin_bottom = 74.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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focus_mode = 2
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 3
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size_flags_vertical = 4
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toggle_mode = false
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enabled_focus_mode = 2
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shortcut = null
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group = null
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text = "Créer un nouveau personnage."
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flat = true
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align = 1
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_sections_unfolded = [ "Size Flags" ]
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@ -175,10 +243,14 @@ size_flags_horizontal = 3
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size_flags_vertical = 3
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_sections_unfolded = [ "Size Flags" ]
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[connection signal="pressed" from="h_box_container/character_slots/return_button" to="." method="_on_return_button_pressed"]
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[connection signal="pressed" from="h_box_container/character_slots/slot0_box/character_button" to="." method="_on_slot0_character_button_pressed"]
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[connection signal="pressed" from="h_box_container/character_slots/slot0_box/character_name" to="." method="_on_slot0_character_button_pressed"]
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[connection signal="pressed" from="h_box_container/character_slots/return_button" to="." method="_on_return_button_pressed"]
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[connection signal="pressed" from="h_box_container/character_slots/slot1_box/character_button" to="." method="_on_slot1_character_button_pressed"]
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[connection signal="pressed" from="h_box_container/character_slots/slot1_box/character_name" to="." method="_on_slot1_character_button_pressed"]
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@ -67,7 +67,7 @@ uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = false
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distance_fade_enable = false
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[node name="Character" type="KinematicBody" index="0"]
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[node name="Character" type="KinematicBody"]
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transform = Transform( 1, 0, 0, 0, 0.589355, 0, 0, 0, 1, -0.0409546, 1.06519, 6.02408 )
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input_ray_pickable = true
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@ -38,5 +38,5 @@ func change_title():
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# $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
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func _on_login_scene_character_creation_finished():
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global.goto_scene( "res://game_scene/game_scene.tscn", "Main" )
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global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
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@ -1,15 +1,92 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
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[ext_resource path="res://login_scene/login_scene.tscn" type="PackedScene" id=2]
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[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_test.tga" type="Texture" id=3]
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[node name="Main" type="Node"]
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[node name="Main" type="Node" index="0"]
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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[node name="login_scene" parent="." index="0" instance=ExtResource( 2 )]
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[node name="background_loader" type="Panel" parent="." index="1"]
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visible = false
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self_modulate = Color( 0, 0, 0, 1 )
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 2
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 1
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_sections_unfolded = [ "Mouse", "Visibility", "custom_constants" ]
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[node name="center_container" type="MarginContainer" parent="background_loader" index="0"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 1
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[node name="texture_rect" type="TextureRect" parent="background_loader/center_container" index="0"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_left = 8.0
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margin_right = 1024.0
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margin_bottom = 600.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 1
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 5
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size_flags_vertical = 5
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texture = ExtResource( 3 )
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expand = true
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stretch_mode = 7
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_sections_unfolded = [ "Rect", "Size Flags" ]
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[node name="progress_bar" type="ProgressBar" parent="background_loader/center_container" index="1"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_left = 388.0
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margin_top = 584.0
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margin_right = 644.0
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margin_bottom = 600.0
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rect_min_size = Vector2( 256, 0 )
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 6
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size_flags_vertical = 10
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min_value = 0.0
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max_value = 100.0
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step = 1.0
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page = 0.0
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value = 0.0
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exp_edit = false
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rounded = true
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percent_visible = true
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_sections_unfolded = [ "Margin", "Rect", "Size Flags" ]
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[connection signal="character_creation_finished" from="login_scene" to="." method="_on_login_scene_character_creation_finished"]
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@ -6,9 +6,16 @@ var character_camera = null
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var character_creation_mesh = null
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var character_creation_camera = null
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var player_name
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var player_color
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var player_name = null
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var player_color = null
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var character_slot = null
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# BG loader
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var loader
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var wait_frames
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var time_max = 100 # msec
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#var current_scene
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var main_scene = null
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func _ready():
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var root = get_tree().get_root()
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# current_scene = root.get_child(root.get_child_count() -1)
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@ -16,8 +23,69 @@ func _ready():
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# character = get_tree().get_root().get_node( "Main/Game/Character" )
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# character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" )
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# 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" )
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main_scene = root.get_node( "Main" )
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func goto_scene(path, parent):
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func goto_scene_loading( path ):
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get_tree().get_root().get_node("Main/background_loader").show()
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loader = ResourceLoader.load_interactive( path )
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if loader == null: # check for errors
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show_error()
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return
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set_process(true)
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current_scene.queue_free() # get rid of the old scene
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# start your "loading..." animation
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# get_node("animation").play("loading")
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wait_frames = 1
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func _process(time):
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if loader == null:
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# no need to process anymore
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set_process(false)
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return
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if wait_frames > 0: # wait for frames to let the "loading" animation to show up
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wait_frames -= 1
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return
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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
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# poll your loader
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var err = loader.poll()
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if err == ERR_FILE_EOF: # load finished
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var resource = loader.get_resource()
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loader = null
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set_new_scene( resource )
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break
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elif err == OK:
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update_progress()
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else: # error during loading
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show_error()
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loader = null
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break
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func update_progress():
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print("test: "+str(loader.get_stage())+" / "+str(loader.get_stage_count()) )
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var progress = int( (float(loader.get_stage()) / loader.get_stage_count()) *100 )
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# update your progress bar?
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get_tree().get_root().get_node("Main/background_loader/center_container/progress_bar").value = progress
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# or update a progress animation?
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# var len = get_node("animation").get_current_animation_length()
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# call this on a paused animation. use "true" as the second parameter to force the animation to update
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# get_node("animation").seek(progress * len, true)
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func set_new_scene( scene_resource ):
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get_tree().get_root().get_node("Main/background_loader").hide()
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current_scene = scene_resource.instance()
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main_scene.add_child(current_scene)
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func goto_scene( path ):
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# This function will usually be called from a signal callback,
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# or some other function from the running scene.
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# Deleting the current scene at this point might be
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@ -27,10 +95,10 @@ func goto_scene(path, parent):
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# The way around this is deferring the load to a later time, when
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# it is ensured that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path, parent)
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call_deferred("_deferred_goto_scene", path)
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func _deferred_goto_scene(path, parent):
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func _deferred_goto_scene( path ):
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# Immediately free the current scene,
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# there is no risk here.
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current_scene.free()
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@ -42,7 +110,7 @@ func _deferred_goto_scene(path, parent):
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current_scene = s.instance()
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# Add it to the active scene, as child of root.
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get_tree().get_root().get_node( parent ).add_child( current_scene )
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path.add_child( current_scene )
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# Optional, to make it compatible with the SceneTree.change_scene() API.
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get_tree().set_current_scene( current_scene )
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