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puzzle-quest/scripts/Global.gd
T

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extends Control
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const TICKS_TIME_MAX = 100 # msec
@onready var current_scene = null
@onready var current_scene_int = null
@onready var loader = null
@onready var wait_frames = 1
@onready var database = null
@onready var loaded = false
@onready var animation = Loading.get_node("AnimLoading")
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func _ready():
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
_initialize_loading_scene()
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func _initialize_loading_scene():
animation.connect("animation_started", Callable(Event, "_loading_is_started"))
animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
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func goto_scene(path):
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print("[global#goto_scene] : load scene "+String(path))
loader = ResourceLoader.load_threaded_request(path)
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if loader == null:
print("Error loading ....")
return
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Loading.show()
animation.play("BorderAnim")
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set_process(true)
current_scene.queue_free()
wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(loader.get_stage_count())
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func _process(_delta):
if loader == null:
set_process(false)
return
if wait_frames > 0:
wait_frames -= 1
var tick = Time.get_ticks_msec()
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# Use "TICKS_TIME_MAX" to control for how long we block this thread
while Time.get_ticks_msec() < tick + TICKS_TIME_MAX:
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if loaded:
var err = loader.poll()
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if err == ERR_FILE_EOF: # Finished loading.
_set_new_scene()
break
elif err == OK:
_update_progress()
else:
loader = null
break
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## PRIVATE
func _initialize_current_scene():
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print("[global#_initialize_current_scene]")
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var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
if current_scene.name != "Main":
get_node("/root/Loading").hide()
func _update_progress():
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(loader.get_stage())
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func _set_new_scene():
var resource = loader.get_resource()
loader = null
current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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Loading.hide()