Use dbb for levels
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@@ -0,0 +1,31 @@
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extends "res://db/MBase.gd"
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var m_name = null
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var m_thumb = null
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func _init(row_idx):
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table = Global.database.get_table_by_name("levels")
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var datas = table.get_data_at_row_idx(row_idx)
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if true:
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m_name = _get_name(datas)
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m_thumb = _get_thumb(datas)
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func object_to_find():
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return 25 as String
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func object_finding():
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return 9 as String
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func name():
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return m_name
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func thumbnail():
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return m_thumb
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## PRIVATE
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func _get_name(datas):
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return _get_data(datas, 0) as String
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func _get_thumb(datas):
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return _get_data(datas, 1) as String
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@@ -32,15 +32,6 @@ func search_keys():
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if m_tick_reference["id"] == null:
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if m_tick_reference["id"] == null:
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m_tick_reference["id"] = _get_tick_reference_id(prop_index)
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m_tick_reference["id"] = _get_tick_reference_id(prop_index)
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func object():
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return {
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"label": m_label,
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"lock": m_lock["value"],
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"value": m_value["value"],
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"tick_reference": m_tick_reference["value"],
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"mesh": m_mesh
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}
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func key():
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func key():
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return m_key
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return m_key
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+2
-3
@@ -14,10 +14,9 @@
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"table_name":"levels",
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"table_name":"levels",
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"props":[
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"props":[
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{"name":"name","type":"3","auto_increment":"0"},
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{"name":"name","type":"3","auto_increment":"0"},
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{"name":"thumb","type":"4","auto_increment":"0"},
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{"name":"thumb","type":"4","auto_increment":"0"}
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{"name":"resource","type":"4","auto_increment":"0"}
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],
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],
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"data":["WarCraft","res://assets/levels/warcraft.jpg","res://scenes/levels/warcraft/WarCraft.tscn"]
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"data":["WarCraft","res://assets/levels/warcraft.jpg"]
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},
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},
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{
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{
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"table_name":"scenes",
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"table_name":"scenes",
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@@ -3,6 +3,8 @@ extends Control
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export (PackedScene) var template = load("res://scenes/levels/Template.tscn")
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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 levels = Array()
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onready var mlevel = load("res://db/MLevel.gd")
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onready var table = Global.table_levels
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func _ready():
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func _ready():
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_apply_scenes()
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_apply_scenes()
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@@ -12,51 +14,16 @@ func _on_warcraft_pressed():
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Global.current_scene_int = 0
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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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Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
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func _on_develop_pressed():
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func _on_reset_level():
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Global.current_scene_int = 1
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print("Reset level ...")
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Global.goto_scene("res://developers/aurelien/CheckLightmap.tscn")
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## PRIVATE
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## PRIVATE
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func _apply_scenes():
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func _apply_scenes():
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var table = Global.table_levels
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var datas = null
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var name = null
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var thumb = null
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var resource = null
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for row_index in range(0, Global.table_levels.m_rows_count):
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for row_index in range(0, Global.table_levels.m_rows_count):
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datas = Global.table_levels.get_data_at_row_idx(row_index)
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_apply_scene(mlevel.new(row_index))
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for index in range(0, table.get_props_count()):
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if name == null:
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name = _get_name(index, table, datas)
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if thumb == null:
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thumb = _get_thumb(index, table, datas)
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if resource == null:
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resource = _get_resource(index, table, datas)
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_apply_scene(_load_scene(name),
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_load_texture(thumb),
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_build_path(name),
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_build_method(name))
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name = null
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thumb = null
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resource = null
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func _get_name(index, table, datas):
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if table.get_prop_at(index).get_prop_name() == "name":
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return datas[index].get_data()
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func _get_thumb(index, table, datas):
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if table.get_prop_at(index).get_prop_name() == "thumb":
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return datas[index].get_data()
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func _get_resource(index, table, datas):
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if table.get_prop_at(index).get_prop_name() == "resource":
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return datas[index].get_data()
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func _build_path(name):
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func _build_path(name):
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return "MarginContainer/HBoxContainer/"+name+"/TextureRect"
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return "MarginContainer/HBoxContainer/"+name
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func _build_method(name):
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func _build_method(name):
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return "_on_"+name.to_lower()+"_pressed"
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return "_on_"+name.to_lower()+"_pressed"
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@@ -70,9 +37,17 @@ func _load_scene(name):
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func _load_texture(thumbnail):
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func _load_texture(thumbnail):
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return load(thumbnail)
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return load(thumbnail)
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func _apply_scene(instance, thumb, node, method):
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func _apply_scene(level):
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$MarginContainer/HBoxContainer.add_child(instance)
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$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
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var button = get_node(node+"/TextureButton")
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var node = _build_path(level.name())
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button.set_normal_texture(thumb)
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var select = get_node(node+"/TextureRect/TextureButton")
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button.connect("pressed", self, method)
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var reset = get_node(node+"/VBoxContainer/ButtonReset")
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var count = get_node(node+"/VBoxContainer/ButtonCount/Label")
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select.set_normal_texture(_load_texture(level.thumbnail()))
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select.connect("pressed", self, _build_method(level.name()))
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reset.set_disabled(true)
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reset.connect("pressed", self, "_on_reset_level")
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count.set_text(level.object_finding()+" / "+level.object_to_find())
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@@ -9,11 +9,9 @@ const RAY_LENGTH = 1000
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onready var gyroscope_value_old = Vector3(0, 0, 0)
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onready var gyroscope_value_old = Vector3(0, 0, 0)
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onready var table = Global.database.get_table_by_name("scenes")
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onready var table = Global.database.get_table_by_name("scenes")
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onready var meshes = {}
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onready var meshes = {}
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onready var meshes2 = null
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onready var from = null
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onready var from = null
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onready var to = null
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onready var to = null
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onready var mscene = load("res://db/MScene.gd")
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var mscene = load("res://db/MScene.gd")
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func _ready():
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func _ready():
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_load_translations()
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_load_translations()
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