Use dbb for levels

This commit is contained in:
VAILLANT Jeremy
2021-05-15 14:05:09 +02:00
parent b2fc1b63a3
commit 6b9e476b00
5 changed files with 54 additions and 60 deletions
+19 -44
View File
@@ -3,6 +3,8 @@ extends Control
export (PackedScene) var template = load("res://scenes/levels/Template.tscn")
onready var levels = Array()
onready var mlevel = load("res://db/MLevel.gd")
onready var table = Global.table_levels
func _ready():
_apply_scenes()
@@ -12,51 +14,16 @@ func _on_warcraft_pressed():
Global.current_scene_int = 0
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
func _on_develop_pressed():
Global.current_scene_int = 1
Global.goto_scene("res://developers/aurelien/CheckLightmap.tscn")
func _on_reset_level():
print("Reset level ...")
## PRIVATE
func _apply_scenes():
var table = Global.table_levels
var datas = null
var name = null
var thumb = null
var resource = null
for row_index in range(0, Global.table_levels.m_rows_count):
datas = Global.table_levels.get_data_at_row_idx(row_index)
for index in range(0, table.get_props_count()):
if name == null:
name = _get_name(index, table, datas)
if thumb == null:
thumb = _get_thumb(index, table, datas)
if resource == null:
resource = _get_resource(index, table, datas)
_apply_scene(_load_scene(name),
_load_texture(thumb),
_build_path(name),
_build_method(name))
name = null
thumb = null
resource = null
func _get_name(index, table, datas):
if table.get_prop_at(index).get_prop_name() == "name":
return datas[index].get_data()
func _get_thumb(index, table, datas):
if table.get_prop_at(index).get_prop_name() == "thumb":
return datas[index].get_data()
func _get_resource(index, table, datas):
if table.get_prop_at(index).get_prop_name() == "resource":
return datas[index].get_data()
_apply_scene(mlevel.new(row_index))
func _build_path(name):
return "MarginContainer/HBoxContainer/"+name+"/TextureRect"
return "MarginContainer/HBoxContainer/"+name
func _build_method(name):
return "_on_"+name.to_lower()+"_pressed"
@@ -70,9 +37,17 @@ func _load_scene(name):
func _load_texture(thumbnail):
return load(thumbnail)
func _apply_scene(instance, thumb, node, method):
$MarginContainer/HBoxContainer.add_child(instance)
var button = get_node(node+"/TextureButton")
button.set_normal_texture(thumb)
button.connect("pressed", self, method)
func _apply_scene(level):
$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
var select = get_node(node+"/TextureRect/TextureButton")
var reset = get_node(node+"/VBoxContainer/ButtonReset")
var count = get_node(node+"/VBoxContainer/ButtonCount/Label")
select.set_normal_texture(_load_texture(level.thumbnail()))
select.connect("pressed", self, _build_method(level.name()))
reset.set_disabled(true)
reset.connect("pressed", self, "_on_reset_level")
count.set_text(level.object_finding()+" / "+level.object_to_find())
+1 -3
View File
@@ -9,11 +9,9 @@ const RAY_LENGTH = 1000
onready var gyroscope_value_old = Vector3(0, 0, 0)
onready var table = Global.database.get_table_by_name("scenes")
onready var meshes = {}
onready var meshes2 = null
onready var from = null
onready var to = null
var mscene = load("res://db/MScene.gd")
onready var mscene = load("res://db/MScene.gd")
func _ready():
_load_translations()