Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T

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extends Control
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export (PackedScene) var template = load("res://scenes/levels/Template.tscn")
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onready var mlevel = load("res://db/MLevel.gd")
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func _ready():
_apply_scenes()
## PRIVATE
func _apply_scenes():
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for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
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_apply_scene(mlevel.new(row_index), 0)
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func _build_path(name):
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return "MarginContainer/HBoxContainer/"+name
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func _build_method(name):
return "_on_"+name.to_lower()+"_pressed"
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func _load_scene(name):
var template_instance = template.instance()
template_instance.set_name(name)
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return template_instance
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func _load_texture(thumbnail):
return load(thumbnail)
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func _apply_scene(level, index):
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$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
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configure_reset(level, node, index)
configure_counter(level, node)
func _configure_select(level, node):
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var select = get_node(node+"/TextureRect/TextureButton")
select.set_normal_texture(_load_texture(level.thumbnail()))
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select.connect("pressed", Event, _build_method(level.name()))
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func configure_reset(level, node, index):
var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset")
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if int(level.object_finding()) == 0:
reset.set_disabled(true)
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if reset.is_connected("pressed", Event, "_on_reset_level"):
reset.disconnect("pressed", Event, "_on_reset_level")
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else:
reset.set_disabled(false)
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reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self])
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func configure_counter(level, node):
var count = get_node(node+"/VBoxContainer/MarginContainer2/ButtonCount/Label")
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count.set_text(level.object_finding()+" / "+level.object_to_find())