extends Node const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title" #### Environment var time_scale = 0.01 # ##### 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 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" var current_state = "login" 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() 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() ######## #### change title #### func on_window_size_changed(): change_title() func change_title(): var title = "Khanat" 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 ) ######## ######## #### 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 self.current_state = p_next_state ######## 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() # 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: update_progress() pass else: # error during loading .show_error() loader = null break ######## func _input( event ): if current_state == "game" and event is InputEventKey and not event.is_echo(): if event.is_action_pressed("test_change_map_1"): global.change_level( "game", "res://test_scene/test_scene.tscn", null, current_map ) elif event.is_action_pressed("test_change_map_2"): global.change_level( "game", "res://test_grid_map/test_grid_map.tscn", null, current_map ) elif event.is_action_pressed("test_change_map_3"): 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.min_value) 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 get_node("background_loader").hide() character.show() func _on_login_scene_character_creation_finished(): self.change_level( "game", "res://game_scene/game_scene.tscn", null, get_tree().get_root().get_node("login_scene") ) func _on_logout_button_pressed(): self.change_level( "login", "res://login_scene/login_scene.tscn", null, current_map ) get_tree().paused = false ######## func _on_GUI_logout_button_pressed(): pass # replace with function body