Replace Event + GlobalAnimation autoloads with class_name + static funcs
Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -26,8 +26,6 @@ config/windows_native_icon="res://releases/windows/project.ico"
|
||||
Loading="*res://scenes/UI/loading/Loading.tscn"
|
||||
Global="*res://scripts/Global.gd"
|
||||
Setting="*res://scripts/Setting.gd"
|
||||
Event="*res://scripts/Event.gd"
|
||||
GlobalAnimation="*res://scripts/Animation.gd"
|
||||
|
||||
[display]
|
||||
|
||||
|
||||
@@ -27,9 +27,6 @@ func _load_scene(p_name):
|
||||
func _build_path(p_name):
|
||||
return "MarginContainer/" + p_name
|
||||
|
||||
func _build_method(p_name):
|
||||
return "_on_" + p_name.to_lower() + "_pressed"
|
||||
|
||||
func _load_texture(thumbnail):
|
||||
return load(thumbnail)
|
||||
|
||||
@@ -38,7 +35,9 @@ func _configure_select(level, node):
|
||||
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
|
||||
|
||||
thumbnail.set_texture(_load_texture(level.thumbnail()))
|
||||
selector.connect("pressed", Callable(Event, _build_method(level.name())))
|
||||
var handler = Event.level_pressed(level.name())
|
||||
if handler.is_valid():
|
||||
selector.pressed.connect(handler)
|
||||
|
||||
func configure_reset(level, node, index, animate):
|
||||
var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
|
||||
@@ -55,14 +54,14 @@ func _configure_reset_disable(animation, reset, animate = false):
|
||||
|
||||
reset.set_disabled(true)
|
||||
reset.set_default_cursor_shape(CURSOR_ARROW)
|
||||
if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
|
||||
reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
|
||||
for c in reset.pressed.get_connections():
|
||||
reset.pressed.disconnect(c["callable"])
|
||||
|
||||
func _configure_reset_enable(animation, reset, level, node, index):
|
||||
animation.play_backwards("SlideReset")
|
||||
reset.set_disabled(false)
|
||||
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
|
||||
reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
|
||||
reset.pressed.connect(Event._on_reset_level.bind(level, node, index, self))
|
||||
|
||||
func configure_counter(level, node):
|
||||
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
|
||||
|
||||
@@ -44,7 +44,7 @@ func _load_meshes():
|
||||
create_dissolve_mesh(scene_detail.key())
|
||||
|
||||
func _load_back_button():
|
||||
var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
|
||||
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
|
||||
|
||||
func _load_prepare_victory_condition():
|
||||
var level = mlevel.new(Global.current_scene_int)
|
||||
@@ -102,10 +102,10 @@ func _configure_button_object(button, scene, label):
|
||||
button.set_meta("counted", 0)
|
||||
|
||||
func _create_animation_slide(node, p_name):
|
||||
_add_animation_to_player(p_name, GlobalAnimation.level_hud_slide(node))
|
||||
_add_animation_to_player(p_name, GameAnimation.level_hud_slide(node))
|
||||
|
||||
func _create_animation_warning(node, p_name):
|
||||
_add_animation_to_player(p_name, GlobalAnimation.level_hud_warning(node))
|
||||
_add_animation_to_player(p_name, GameAnimation.level_hud_warning(node))
|
||||
|
||||
func _add_animation_to_player(p_name: String, anim: Animation) -> void:
|
||||
var player = $ListObjects/AnimationPlayer
|
||||
@@ -139,7 +139,7 @@ func _check_dissolve_mesh():
|
||||
if meshes[key].tick_reference() == 0:
|
||||
meshes[key].set_tick_reference(Time.get_ticks_msec())
|
||||
_node_object_list(key)
|
||||
GlobalAnimation.start_dissolve(mesh, mesh.get_active_material(0))
|
||||
GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
|
||||
|
||||
if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
|
||||
meshes[key].set_value(meshes[key].value() + 0.01)
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
extends Node
|
||||
|
||||
var current_material = null
|
||||
|
||||
func level_hud_slide(node):
|
||||
var animation = Animation.new()
|
||||
var track_index = animation.add_track(Animation.TYPE_BEZIER)
|
||||
var node_element = str(node.get_path()) + ":position:x"
|
||||
|
||||
animation.track_set_path(track_index, node_element)
|
||||
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
|
||||
animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
|
||||
|
||||
return animation
|
||||
|
||||
func level_hud_warning(node):
|
||||
var animation = Animation.new()
|
||||
var track_index = animation.add_track(Animation.TYPE_BEZIER)
|
||||
var node_element = str(node.get_path()) + ":position:x"
|
||||
|
||||
animation.track_set_path(track_index, node_element)
|
||||
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
|
||||
animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
|
||||
animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
|
||||
animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
|
||||
animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
|
||||
animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
|
||||
|
||||
return animation
|
||||
|
||||
func start_dissolve(node, material):
|
||||
if material == null:
|
||||
return
|
||||
current_material = material
|
||||
var tween = node.create_tween()
|
||||
tween.tween_method(animate_dissolve, 0.0, 1.0, 1.5) \
|
||||
.set_trans(Tween.TRANS_LINEAR) \
|
||||
.set_ease(Tween.EASE_IN_OUT)
|
||||
|
||||
func animate_dissolve(progress: float) -> void:
|
||||
if current_material == null:
|
||||
return
|
||||
current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
|
||||
@@ -1 +0,0 @@
|
||||
uid://cgxvdwn0bwwtp
|
||||
@@ -1,33 +0,0 @@
|
||||
extends Node
|
||||
|
||||
## Events for loading scene
|
||||
####
|
||||
func _loading_is_started(_anim_name):
|
||||
print("[Event#_loading_is_started]")
|
||||
Global.loaded = false
|
||||
|
||||
func _loading_is_finished(_anim_name):
|
||||
print("[Evenst#_loading_is_finished]")
|
||||
Global.loaded = true
|
||||
|
||||
# Events for load scene level
|
||||
####
|
||||
func _on_warcraft_pressed():
|
||||
Global.current_scene_int = 0
|
||||
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
|
||||
|
||||
func _on_home_pressed():
|
||||
Global.current_scene_int = 1
|
||||
Global.goto_scene("res://scenes/levels/home/Home.tscn")
|
||||
|
||||
func _on_reset_level(level, node, index, parent):
|
||||
Global.current_scene_int = index
|
||||
level.reset()
|
||||
parent.configure_reset(level, node, index, true)
|
||||
parent.configure_counter(level, node)
|
||||
Global.current_scene_int = null
|
||||
|
||||
# Events for back to main scene
|
||||
####
|
||||
func _on_main_scene_pressed():
|
||||
Global.goto_scene("res://scenes/Main.tscn")
|
||||
@@ -1 +0,0 @@
|
||||
uid://besfv1ymjgw81
|
||||
+2
-2
@@ -16,8 +16,8 @@ func _ready():
|
||||
_initialize_loading_scene()
|
||||
|
||||
func _initialize_loading_scene():
|
||||
animation.connect("animation_started", Callable(Event, "_loading_is_started"))
|
||||
animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
|
||||
animation.animation_started.connect(Event._loading_is_started)
|
||||
animation.animation_finished.connect(Event._loading_is_finished)
|
||||
|
||||
func goto_scene(path):
|
||||
print("[global#goto_scene] : load scene " + str(path))
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
class_name Event
|
||||
|
||||
# UI event handlers, namespaced as static methods so they can be wired
|
||||
# directly from anywhere without an autoload.
|
||||
#
|
||||
# button.pressed.connect(Event._on_main_scene_pressed)
|
||||
#
|
||||
# Per-level dispatch goes through `level_pressed(name)` which maps the level
|
||||
# name to the appropriate handler.
|
||||
|
||||
static func _loading_is_started(_anim_name: StringName) -> void:
|
||||
Global.loaded = false
|
||||
|
||||
static func _loading_is_finished(_anim_name: StringName) -> void:
|
||||
Global.loaded = true
|
||||
|
||||
static func _on_warcraft_pressed() -> void:
|
||||
Global.current_scene_int = 0
|
||||
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
|
||||
|
||||
static func _on_home_pressed() -> void:
|
||||
Global.current_scene_int = 1
|
||||
Global.goto_scene("res://scenes/levels/home/Home.tscn")
|
||||
|
||||
static func _on_reset_level(level, node: String, index: int, parent) -> void:
|
||||
Global.current_scene_int = index
|
||||
level.reset()
|
||||
parent.configure_reset(level, node, index, true)
|
||||
parent.configure_counter(level, node)
|
||||
Global.current_scene_int = null
|
||||
|
||||
static func _on_main_scene_pressed() -> void:
|
||||
Global.goto_scene("res://scenes/Main.tscn")
|
||||
|
||||
# Returns the press handler for a level by name (used by ChooseScene to wire
|
||||
# the dynamic level-select buttons). Returns Callable() if unknown.
|
||||
static func level_pressed(name: String) -> Callable:
|
||||
match name.to_lower():
|
||||
"warcraft": return _on_warcraft_pressed
|
||||
"home": return _on_home_pressed
|
||||
push_warning("Event.level_pressed: no handler for level '%s'" % name)
|
||||
return Callable()
|
||||
@@ -0,0 +1 @@
|
||||
uid://blq7ojhkgitwj
|
||||
@@ -0,0 +1,37 @@
|
||||
class_name GameAnimation
|
||||
|
||||
# Helpers for HUD slide/warning animations and the per-item dissolve effect.
|
||||
# Pure functions — no state — so no autoload is needed.
|
||||
|
||||
static func level_hud_slide(node: Node) -> Animation:
|
||||
var animation := Animation.new()
|
||||
var track_index := animation.add_track(Animation.TYPE_BEZIER)
|
||||
animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
|
||||
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
|
||||
animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
|
||||
return animation
|
||||
|
||||
static func level_hud_warning(node: Node) -> Animation:
|
||||
var animation := Animation.new()
|
||||
var track_index := animation.add_track(Animation.TYPE_BEZIER)
|
||||
animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
|
||||
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
|
||||
animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
|
||||
animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
|
||||
animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
|
||||
animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
|
||||
animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
|
||||
return animation
|
||||
|
||||
# Captures `material` in the tween callback so no shared mutable state is
|
||||
# needed (replaces the old `current_material` member from the autoload).
|
||||
static func start_dissolve(node: Node, material: ShaderMaterial) -> void:
|
||||
if material == null:
|
||||
return
|
||||
var tween := node.create_tween()
|
||||
tween.tween_method(
|
||||
func(progress: float) -> void:
|
||||
material.set_shader_parameter("dissolve_amount", ease(progress, 0.4)),
|
||||
0.0, 1.0, 1.5) \
|
||||
.set_trans(Tween.TRANS_LINEAR) \
|
||||
.set_ease(Tween.EASE_IN_OUT)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dtpgm3o6wdmju
|
||||
Reference in New Issue
Block a user