Fix loading scenes (#70)
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com> Reviewed-on: Athena/game-source#70 Co-authored-by: darknight <vaillant.jeremy@dev-crea.com> Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
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@@ -6,4 +6,4 @@ func _ready():
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func _on_Timer_timeout():
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func _on_Timer_timeout():
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print("[ending#_on_Timer_timeout]")
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print("[ending#_on_Timer_timeout]")
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Global.goto_scene("res://scenes/main.tscn")
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Global.goto_scene("res://scenes/Main.tscn")
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@@ -32,8 +32,8 @@ func _apply_scene(level, index):
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var node = _build_path(level.name())
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var node = _build_path(level.name())
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_configure_select(level, node)
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_configure_select(level, node)
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_configure_reset(level, node, index)
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configure_reset(level, node, index)
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_configure_counter(level, node)
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configure_counter(level, node)
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func _configure_select(level, node):
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func _configure_select(level, node):
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var select = get_node(node+"/TextureRect/TextureButton")
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var select = get_node(node+"/TextureRect/TextureButton")
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@@ -41,7 +41,7 @@ func _configure_select(level, node):
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select.set_normal_texture(_load_texture(level.thumbnail()))
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select.set_normal_texture(_load_texture(level.thumbnail()))
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select.connect("pressed", Event, _build_method(level.name()))
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select.connect("pressed", Event, _build_method(level.name()))
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func _configure_reset(level, node, index):
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func configure_reset(level, node, index):
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var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset")
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var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset")
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if int(level.object_finding()) == 0:
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if int(level.object_finding()) == 0:
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@@ -52,7 +52,7 @@ func _configure_reset(level, node, index):
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reset.set_disabled(false)
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reset.set_disabled(false)
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reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self])
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reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self])
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func _configure_counter(level, node):
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func configure_counter(level, node):
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var count = get_node(node+"/VBoxContainer/MarginContainer2/ButtonCount/Label")
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var count = get_node(node+"/VBoxContainer/MarginContainer2/ButtonCount/Label")
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count.set_text(level.object_finding()+" / "+level.object_to_find())
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count.set_text(level.object_finding()+" / "+level.object_to_find())
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@@ -122,7 +122,7 @@ func _start_dissolve(key):
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func _check_victory_condition():
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func _check_victory_condition():
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if victory_condition == victory_progress:
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if victory_condition == victory_progress:
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print("[levels#_check_victory_condition] \\o/")
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print("[levels#_check_victory_condition] \\o/")
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Global.goto_scene("res://scenes/UI/ending.tscn")
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Global.goto_scene("res://scenes/UI/Ending.tscn")
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func _node_to_mesh(key):
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func _node_to_mesh(key):
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return get_node(meshes[key].mesh())
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return get_node(meshes[key].mesh())
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@@ -1,4 +1,4 @@
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extends "res://scenes/levels/levels.gd"
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extends "res://scenes/levels/Levels.gd"
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export (PackedScene) var object_first = load("res://scenes/UI/list_ho/ObjectListFirst.tscn")
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export (PackedScene) var object_first = load("res://scenes/UI/list_ho/ObjectListFirst.tscn")
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export (PackedScene) var object_std = load("res://scenes/UI/list_ho/ObjectListStd.tscn")
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export (PackedScene) var object_std = load("res://scenes/UI/list_ho/ObjectListStd.tscn")
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@@ -23,7 +23,7 @@ func _display_hud_menu():
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# Back to main scene
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# Back to main scene
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func _on_TextureButton_pressed():
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func _on_TextureButton_pressed():
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Global.goto_scene("res://scenes/main.tscn")
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Global.goto_scene("res://scenes/Main.tscn")
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func _create_button_info(scene, counter, label_counter):
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func _create_button_info(scene, counter, label_counter):
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var btn = null
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var btn = null
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+1
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@@ -34,7 +34,7 @@ func get_setting_language():
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func set_setting_language(value):
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func set_setting_language(value):
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setting.set_langue(value)
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setting.set_langue(value)
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apply_language(setting.translate_int_to_locale(value))
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apply_language(translate_int_to_locale(value))
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func get_setting_gyrosocpe():
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func get_setting_gyrosocpe():
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return setting.get_gyroscope()
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return setting.get_gyroscope()
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