test-client-godot/global.gd

182 lines
5.2 KiB
GDScript

extends Node
const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
#### Character
var character_name = "player"
var character_color = null
var character_gender = null
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
func _ready():
var root = get_tree().get_root()
# current_scene = root.get_child(root.get_child_count() -1)
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 ):
print("unload_scene: "+str(scene.name))
scene.queue_free()
func load_scene( scene_path ):
print("load_scene: "+str(scene_path))
loader = ResourceLoader.load_interactive( scene_path )
if loader == null: # check for errors
return false
return true
func change_level( p_next_scene_path, p_parent_next_scene = null, p_old_scene = null ):
character.hide()
get_node("background_loader").show()
print()
print( "change_level: " )
if p_old_scene:
print( "from "+p_old_scene.name )
print( "to "+str(p_next_scene_path) )
if p_parent_next_scene:
print( " on "+ str(p_parent_next_scene.name) )
print()
if not load_scene( p_next_scene_path ):
show_error()
return
parent_scene = p_parent_next_scene
old_scene = p_old_scene
set_process(true)
if old_scene:
unload_scene( old_scene )
wait_frames = 1
########
func _process( time ):
print("process1")
########
#### LOADER
if loader == null:
# no need to process anymore
set_process(false)
return
print("process2")
if wait_frames > 0: # wait for frames to let the "loading" animation to show up
wait_frames -= 1
return
print("process3")
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
########
print("process4")
func _input( event ):
if event is InputEventKey and not event.is_echo():
if event.is_action_pressed("test_change_map_1"):
global.change_level( "res://test_scene/test_scene.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_2"):
global.change_level( "res://test_grid_map/test_grid_map.tscn", null, current_map )
elif event.is_action_pressed("test_change_map_3"):
global.change_level( "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.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)
if scene.has_node("start_position"):
character.update( scene.get_node("start_position") )
current_map = scene
get_node("background_loader").hide()
character.show()
func _on_login_scene_character_creation_finished():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading config file: ", err)
config_file.set_value(str(global.character_slot), "name", global.character_name)
config_file.set_value(str(global.character_slot), "color", global.character_color)
config_file.save( "user://player.cfg" )
global.change_level( "res://game_scene/game_scene.tscn", null, get_tree().get_root().get_node("login_scene") )
character.show_third_person_camera()
# character.get_node( "infos_spatial" ).show()
func _on_logout_button_pressed():
global.change_level( "res://login_scene/login_scene.tscn", null, current_map )
get_tree().paused = false
########