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 levels = Array()
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onready var mlevel = load("res://db/MLevel.gd")
onready var table = Global.table_levels
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func _ready():
_apply_scenes()
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# Load scene warcraft
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func _on_warcraft_pressed():
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Global.current_scene_int = 0
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Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
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func _on_reset_level():
print("Reset level ...")
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## PRIVATE
func _apply_scenes():
for row_index in range(0, Global.table_levels.m_rows_count):
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_apply_scene(mlevel.new(row_index))
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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):
$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
_configure_reset(level, node)
_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()))
select.connect("pressed", self, _build_method(level.name()))
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func _configure_reset(level, node):
var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset")
if int(level.object_finding()) != 0:
reset.set_disabled(true)
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reset.connect("pressed", self, "_on_reset_level")
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())