Use inheritance scene instead write code in level

This commit is contained in:
VAILLANT Jeremy
2021-05-14 22:17:44 +02:00
parent 0d6c124c61
commit bfc01ec2a9
3 changed files with 172 additions and 162 deletions
+164
View File
@@ -0,0 +1,164 @@
extends Spatial
const TIME_MAX = 3000 # msec
const GYROSCOPE_MAX_DIFF = 0.5
const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
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")
func _ready():
_load_translations()
_load_meshes()
func _process(_delta):
_check_quit_scene()
_check_dissolve_mesh()
_check_change_angle_camera()
func _check_quit_scene():
# Event key "escape" and "godot event" ui_end
if Input.is_action_just_pressed("ui_end"):
_confirm_before_quit()
func _check_dissolve_mesh():
# Event dissolve in object searched by gamer
for key in meshes:
if meshes[key].lock() == true and meshes[key].mesh() != null:
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(OS.get_ticks_msec())
if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
_node_to_mesh(key).get_surface_material(0).set("shader_param/dissolve_amount", meshes[key].value())
else:
_node_to_mesh(key).call_deferred("free")
meshes[key].set_mesh(null)
func _node_to_mesh(key):
return get_node(meshes[key].mesh())
func _node_to_area(key):
return get_node(meshes[key].mesh()+"/Area")
func _check_change_angle_camera():
var camera = $"Main Camera"
var gyroscope = Input.get_gyroscope()
if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera".h_offset -= OFFSET_STEP_CHANGE
if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera".h_offset += OFFSET_STEP_CHANGE
if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
func _action_pressed(action):
return Input.is_action_pressed(action)
func _action_gyroscope(action, gyroscope):
if Global.gyroscope_enabled():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
else:
return false
func _gyroscope_changed_left(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
func _gyroscope_changed_right(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
func _gyroscope_changed_down(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z > gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x > gyroscope_value_old.x
func _gyroscope_changed_up(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z < gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x < gyroscope_value_old.x
func _notification(what):
# Notification for android back action
if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST:
_confirm_before_quit()
func _confirm_before_quit():
$Dialog/ConfirmEscape.popup()
# Back to main scene
func _quit_to_menu():
Global.goto_scene("res://scenes/main.tscn")
func _start_dissolve(key):
if meshes[key].lock() == false:
meshes[key].set_lock(true)
func _on_ConfirmEscape_confirmed():
_quit_to_menu()
## PRIVATE
func _load_translations():
$Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE"))
$Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION"))
func _load_meshes():
var scene_detail = null
for row_index in range(0, table.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.key() != null:
meshes[scene_detail.key()] = scene_detail
for key in meshes:
meshes[key].search_keys()
func _input(event):
if event is InputEventMouseButton or event is InputEventScreenTouch:
var camera = $"Main Camera"
from = camera.project_ray_origin(event.position)
to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
func _physics_process(_delta):
var space_state = get_world().direct_space_state
if from != null and to != null:
var result = space_state.intersect_ray(from, to, [], 1, false, true)
from = null
to = null
var node = result["collider"].get_parent()
if node != null:
_start_dissolve(node.name)