Replace M* table-wrapper classes with typed Resources; add type hints

Two related cleanups from the best-practice audit:

Task 3 — typed Resources instead of MBase / MScene / MLevel / MSetting

The old model classes wrapped the godot_db_manager Table API: each row
read went through table.get_data_at_row_idx(int), Cell.get_data(),
and 'as int' / 'as String' casts that don't actually parse anything
in Godot 4. m_value, m_lock, m_label, ... members shadowed the cell
indirection. Setters round-tripped through table.edit_data() +
Global.database.save_db(). That's a lot of plumbing for what is, in
the end, three flat tables of static strings.

Introduce three @export-typed Resources:
  db/scene_entry.gd     class_name SceneEntry
  db/level_entry.gd     class_name LevelEntry
  db/settings_data.gd   class_name SettingsData

Rewrite scripts/Database.gd so Database.DB holds:
  settings: SettingsData
  levels:   Array[LevelEntry]
  scenes:   Array[SceneEntry]

Build them once at startup from ahog.json, and serialise back to the
same JSON shape on save() so existing progress files keep working.
LevelEntry carries its own object_to_find / object_finding / reset
methods (talking to Global.database for cross-table lookups), and
SceneEntry carries its own mesh_path / audio_sound. Per-scene
dissolve state (value, tick_reference, dissolved) lives on
SceneEntry as non-exported runtime fields.

Delete db/MBase.gd / db/MScene.gd / db/MLevel.gd / db/MSetting.gd.

Update consumers:
- scripts/Setting.gd: read/write Global.database.settings directly,
  call Global.database.save() after each setter.
- scenes/levels/Levels.gd: iterate Global.database.scenes_for_level(
  current_scene_int) instead of mscene.new(i) for every row; scene
  state reads (scene.lock, scene.mesh, scene.counter, ...) replace
  scene.lock() / scene.mesh() / scene.counter() method calls; runtime
  dissolve state lives on the SceneEntry instance instead of mutable
  m_value / m_tick_reference members on MScene; 'dissolved' flag
  replaces set_mesh(null) signalling.
- scenes/UI/choose_scenes/ChooseScene.gd: iterate Global.database
  .levels; level.name / level.thumb property access in place of
  level.name() / level.thumbnail(). configure_reset() loses its
  redundant index argument (LevelEntry knows its own index).
- scripts/event.gd: _on_reset_level signature now takes LevelEntry,
  reset path drops index forwarding.

Task 2 — type hints across the remaining scripts

scripts/Global.gd, scenes/Main.gd, scenes/UI/ending/Ending.gd,
scenes/UI/loading/Loading.gd, scenes/UI/settings/Settings.gd: add
typed parameters and -> return annotations. current_scene_int is now
'int = -1' (sentinel) so callers don't fall into Variant comparisons;
event.gd:_on_reset_level resets it to -1 instead of null.
Settings.gd no longer wraps button_pressed in int() before passing to
the now-typed bool setters.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 21:58:11 +02:00
parent 60d9f614ee
commit c17769246f
24 changed files with 462 additions and 659 deletions
+15 -21
View File
@@ -4,55 +4,49 @@ extends Node
@export var setting: PackedScene = load("res://scenes/UI/settings/Settings.tscn")
@export var choose_scene: PackedScene = load("res://scenes/UI/choose_scenes/ChooseScene.tscn")
@onready var current_scene = "title"
@onready var stream_button = preload("res://assets/sounds/click-button.ogg")
@onready var home = $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/CenterContainer/TextureRect
@onready var stream_button: AudioStream = preload("res://assets/sounds/click-button.ogg")
@onready var home: TextureButton = $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/CenterContainer/TextureRect
func _ready():
func _ready() -> void:
_translation()
home.set_focus_mode(2)
home.focus_mode = Control.FOCUS_ALL
home.grab_focus()
_apply_scene(title)
_configure_sound()
func _configure_sound():
stream_button.set_loop(false)
func _configure_sound() -> void:
if stream_button is AudioStreamOggVorbis:
stream_button.loop = false
$MarginContainer/HBoxContainer/UI_summary/ClickButton.stream = stream_button
## PRIVATE
func _translation():
func _translation() -> void:
$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonPuzzle/Label.text = tr("MAIN_BUTTON_PUZZLES")
$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonSetting/Label.text = tr("MAIN_BUTTON_SETTINGS")
$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonQuit/Label.text = tr("MAIN_BUTTON_QUIT")
$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ContainerVersion/LabelVersion.text = Setting.get_setting_version()
func _apply_scene(actual_scene):
var node = get_node("MarginContainer/HBoxContainer/MarginContainer/")
func _apply_scene(actual_scene: PackedScene) -> void:
var node := get_node("MarginContainer/HBoxContainer/MarginContainer/")
if node.get_child_count() != 0:
node.get_child(0).queue_free()
node.add_child(actual_scene.instantiate())
# Load scene for select game
func _on_ButtonPuzzle_pressed():
func _on_ButtonPuzzle_pressed() -> void:
_sound_button()
_apply_scene(choose_scene)
# Load scene settings
func _on_ButtonSetting_pressed():
func _on_ButtonSetting_pressed() -> void:
_sound_button()
_apply_scene(setting)
# Click to icon game
func _on_TextureRect_pressed():
func _on_TextureRect_pressed() -> void:
_sound_button()
_apply_scene(title)
# Quit the game
func _on_ButtonQuit_pressed():
func _on_ButtonQuit_pressed() -> void:
_sound_button()
get_tree().quit(0)
func _sound_button():
func _sound_button() -> void:
$MarginContainer/HBoxContainer/UI_summary/ClickButton.play()
+28 -39
View File
@@ -2,68 +2,57 @@ extends Control
@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
func _ready():
_load_button_access_scenes()
func _ready() -> void:
for level in Global.database.levels:
_apply_scene(level)
## PRIVATE
func _load_button_access_scenes():
for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
func _apply_scene(level, index):
$MarginContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
func _apply_scene(level: LevelEntry) -> void:
$MarginContainer.add_child(_load_scene(level.name))
var node := _build_path(level.name)
_configure_select(level, node)
configure_reset(level, node, index, false)
configure_reset(level, node, false)
configure_counter(level, node)
func _load_scene(p_name):
var template_instance = template.instantiate()
func _load_scene(p_name: String) -> Node:
var template_instance := template.instantiate()
template_instance.set_name(p_name)
return template_instance
func _build_path(p_name):
func _build_path(p_name: String) -> String:
return "MarginContainer/" + p_name
func _load_texture(thumbnail):
return load(thumbnail)
func _configure_select(level, node):
var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.set_texture(_load_texture(level.thumbnail()))
var handler = Event.level_pressed(level.name())
func _configure_select(level: LevelEntry, node: String) -> void:
var selector := get_node(node + "/MarginContainer/CenterAlign/MainButton")
var thumbnail: TextureRect = get_node(node + "/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.texture = load(level.thumb)
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")
var animation = get_node(node+"/AnimationPlayer")
func configure_reset(level: LevelEntry, node: String, animate: bool) -> void:
var reset: BaseButton = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
var animation: AnimationPlayer = get_node(node + "/AnimationPlayer")
if int(level.object_finding()) == 0:
_configure_reset_disable(animation, reset, animate)
else:
_configure_reset_enable(animation, reset, level, node, index)
_configure_reset_enable(animation, reset, level, node)
func _configure_reset_disable(animation, reset, animate = false):
func _configure_reset_disable(animation: AnimationPlayer, reset: BaseButton, animate: bool = false) -> void:
animation.play("SlideReset")
if !animate:
if not animate:
animation.seek(1, false)
reset.set_disabled(true)
reset.set_default_cursor_shape(CURSOR_ARROW)
reset.mouse_default_cursor_shape = CURSOR_ARROW
for c in reset.pressed.get_connections():
reset.pressed.disconnect(c["callable"])
func _configure_reset_enable(animation, reset, level, node, index):
func _configure_reset_enable(animation: AnimationPlayer, reset: BaseButton, level: LevelEntry, node: String) -> void:
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
reset.pressed.connect(Event._on_reset_level.bind(level, node, index, self))
reset.mouse_default_cursor_shape = CURSOR_POINTING_HAND
reset.pressed.connect(Event._on_reset_level.bind(level, node, level.index, self))
func configure_counter(level, node):
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())
func configure_counter(level: LevelEntry, node: String) -> void:
var count: Label = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.text = level.object_finding() + " / " + level.object_to_find()
+2 -4
View File
@@ -1,9 +1,7 @@
extends CenterContainer
func _ready():
print("[ending_#ready]")
func _ready() -> void:
$AudioStreamPlayer.play()
func _on_Timer_timeout():
print("[ending#_on_Timer_timeout]")
func _on_Timer_timeout() -> void:
Global.goto_scene("res://scenes/Main.tscn")
+1 -1
View File
@@ -1,4 +1,4 @@
extends Control
func _ready():
func _ready() -> void:
get_node("LabelLoading").text = tr("LOADING")
+22 -26
View File
@@ -1,6 +1,6 @@
extends Node
func _ready():
func _ready() -> void:
_apply_translation()
_apply_settings_language()
_apply_settings_gyroscope()
@@ -9,50 +9,46 @@ func _ready():
_apply_settings_fullscreen()
## PRIVATE
func _apply_translation():
func _apply_translation() -> void:
$VBoxContainer/langue/VBoxContainer/Label.text = tr("SETTINGS_LABEL_LANGUE")
$VBoxContainer/gyroscope/HBoxContainer/Label.text = tr("SETTINGS_LABEL_GYROSCOPE")
func _apply_settings_language():
var data = $VBoxContainer/langue/VBoxContainer/data
func _apply_settings_language() -> void:
var data: ItemList = $VBoxContainer/langue/VBoxContainer/data
data.add_item("English", load("res://assets/ui/flags/english.png"), true) # id : 0
data.add_item("Français", load("res://assets/ui/flags/french.png"), true) # id : 1
data.select(Setting.get_setting_language())
func _apply_settings_gyroscope():
func _apply_settings_gyroscope() -> void:
$VBoxContainer/gyroscope/HBoxContainer/data.button_pressed = Setting.get_setting_gyrosocpe()
func _apply_settings_sound_ambient():
func _apply_settings_sound_ambient() -> void:
$VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed = Setting.get_setting_ambient_sound()
func _apply_settings_resolution():
var data = $VBoxContainer/resolution/VBoxContainer/data
data.add_item("2560 x 1440", null, true) # id : 0
data.add_item("1920 x 1080", null, true) # id : 1
data.add_item("1280 x 720", null, true) # id : 2
data.add_item("854 x 576", null, true) # id : 3
func _apply_settings_resolution() -> void:
var data: ItemList = $VBoxContainer/resolution/VBoxContainer/data
data.add_item("2560 x 1440", null, true)
data.add_item("1920 x 1080", null, true)
data.add_item("1280 x 720", null, true)
data.add_item("854 x 576", null, true)
for index in range(4):
if data.get_item_text(index).split(' x ') == Setting.get_setting_resolution():
if data.get_item_text(index).split(" x ") == Setting.get_setting_resolution():
data.select(index)
func _apply_settings_fullscreen():
func _apply_settings_fullscreen() -> void:
$VBoxContainer/fullscreen/HBoxContainer/data.button_pressed = Setting.get_setting_fullscreen()
func _on_gyroscope_pressed():
Setting.set_setting_gyroscope(int($VBoxContainer/gyroscope/HBoxContainer/data.button_pressed))
func _on_gyroscope_pressed() -> void:
Setting.set_setting_gyroscope($VBoxContainer/gyroscope/HBoxContainer/data.button_pressed)
func _on_ambient_sound_pressed():
Setting.set_setting_ambient_sound(int($VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed))
func _on_ambient_sound_pressed() -> void:
Setting.set_setting_ambient_sound($VBoxContainer/ambient_sound/HBoxContainer/data.button_pressed)
func _on_langue_item_selected(index):
func _on_langue_item_selected(index: int) -> void:
Setting.set_setting_language(index)
func _on_resolution_item_selected(index):
func _on_resolution_item_selected(index: int) -> void:
Setting.set_setting_resolution($VBoxContainer/resolution/VBoxContainer/data.get_item_text(index))
func _on_fullscreen_item_selected():
Setting.set_setting_fullscreen(int($VBoxContainer/fullscreen/HBoxContainer/data.button_pressed))
func _on_fullscreen_item_selected() -> void:
Setting.set_setting_fullscreen($VBoxContainer/fullscreen/HBoxContainer/data.button_pressed)
+129 -148
View File
@@ -1,79 +1,65 @@
extends Node3D
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
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
@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
@onready var gyroscope_value_old = Vector3(0, 0, 0)
@onready var table = Global.database.get_table_by_name("scenes")
@onready var meshes = {}
@onready var from = null
@onready var to = null
@onready var mlevel = load("res://db/MLevel.gd")
@onready var mscene = load("res://db/MScene.gd")
@onready var victory_condition = 0
@onready var victory_progress = 0
@onready var last_button = null
@onready var animation_player = null
var gyroscope_value_old := Vector3(0, 0, 0)
var meshes: Dictionary[String, SceneEntry] = {}
var from = null
var to = null
var victory_condition: String = "0"
var victory_progress: String = "0"
var last_button: Node = null
func _ready():
_load_translations()
func _ready() -> void:
_load_meshes()
_load_back_button()
_load_prepare_victory_condition()
_load_hud_menu()
_load_ambient_sound()
func _load_translations():
pass
func _load_meshes() -> void:
for scene in Global.database.scenes_for_level(Global.current_scene_int):
meshes[scene.key] = scene
create_dissolve_mesh(scene.key)
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
create_dissolve_mesh(scene_detail.key())
func _load_back_button():
func _load_back_button() -> void:
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
func _load_prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
func _load_prepare_victory_condition() -> void:
var level := Global.database.level_by_index(Global.current_scene_int)
if level == null:
return
victory_condition = level.object_to_find()
victory_progress = level.object_finding()
func _load_hud_menu():
var counter = 0
var scene = null
var label_counter = null
func _load_hud_menu() -> void:
var counter := 0
var label_counter: String = ""
for key in meshes:
scene = meshes[key]
var scene: SceneEntry = meshes[key]
_create_button_info(scene, counter, label_counter)
label_counter = scene.label_counter()
counter = counter + 1
label_counter = scene.label_counter
counter += 1
func _load_ambient_sound():
func _load_ambient_sound() -> void:
if Setting.get_setting_ambient_sound():
$AmbientSound.play()
$AmbientSound.stream_paused = false
func _create_button_info(scene, counter, label_counter):
var button = _search_button_to_use(counter)
var label_name = scene.label()
func _create_button_info(scene: SceneEntry, counter: int, label_counter: String) -> void:
var button := _search_button_to_use(counter)
var label_name := scene.label
if label_counter != null and label_counter == scene.label_counter():
label_name = last_button.get_node("Label").text + " " + str(scene.counter())
if label_counter != "" and label_counter == scene.label_counter:
label_name = last_button.get_node("Label").text + " " + str(scene.counter)
_configure_button_object(last_button, scene, label_name)
_create_animation_warning(_get_node_animated().get_node("Label"), label_name)
else:
@@ -83,194 +69,189 @@ func _create_button_info(scene, counter, label_counter):
last_button = button
func _get_node_animated():
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
func _get_node_animated() -> Node:
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1)
func _search_button_to_use(counter):
func _search_button_to_use(counter: int) -> Node:
if counter == 0:
return object_first.instantiate()
elif counter == meshes.size() - 1:
return object_last.instantiate()
else:
return object_std.instantiate()
return object_std.instantiate()
func _configure_button_object(button, scene, label):
func _configure_button_object(button: Node, scene: SceneEntry, label: String) -> void:
button.get_node("Label").set_text(label)
button.set_meta("animation", label)
button.set_meta("name", scene.label())
button.set_meta("counter", scene.counter())
button.set_meta("name", scene.label)
button.set_meta("counter", scene.counter)
button.set_meta("counted", 0)
func _create_animation_slide(node, p_name):
func _create_animation_slide(node: Node, p_name: String) -> void:
_add_animation_to_player(p_name, GameAnimation.level_hud_slide(node))
func _create_animation_warning(node, p_name):
func _create_animation_warning(node: Node, p_name: String) -> void:
_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
var lib = player.get_animation_library("")
var player: AnimationPlayer = $ListObjects/AnimationPlayer
var lib := player.get_animation_library("")
if lib == null:
lib = AnimationLibrary.new()
player.add_animation_library("", lib)
lib.add_animation(p_name, anim)
func _process(_delta):
func _process(_delta: float) -> void:
_check_dissolve_mesh()
_check_change_angle_camera()
_check_victory_condition()
func create_dissolve_mesh(key):
var mesh = _node_to_mesh(key)
func create_dissolve_mesh(key: String) -> void:
var mesh := _node_to_mesh(key)
if mesh == null:
return
var material = mesh.get_active_material(0)
var material := mesh.get_active_material(0)
if material == null:
return
material.set_shader_parameter("dissolve_amount", 0.0)
func _check_dissolve_mesh():
func _check_dissolve_mesh() -> void:
# Event dissolve in object searched by gamer
for key in meshes:
if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
var mesh = _node_to_mesh(key)
if mesh == null:
continue
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(Time.get_ticks_msec())
_node_object_list(key)
GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
var scene: SceneEntry = meshes[key]
if not scene.lock or scene.dissolved:
continue
var mesh := _node_to_mesh(key)
if mesh == null:
continue
if scene.dissolve_tick_reference == 0:
scene.dissolve_tick_reference = Time.get_ticks_msec()
_node_object_list(key)
GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
if Time.get_ticks_msec() < scene.dissolve_tick_reference + TIME_MAX:
scene.dissolve_value += 0.01
else:
_clean_mesh(key)
if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
else:
_clean_mesh(key)
func _clean_mesh(key: String) -> void:
var level := Global.database.level_by_index(Global.current_scene_int)
if level != null:
victory_progress = level.object_finding()
var mesh := _node_to_mesh(key)
if mesh != null:
mesh.call_deferred("free")
meshes[key].dissolved = true
func _clean_mesh(key):
victory_progress = mlevel.new(Global.current_scene_int).object_finding()
_node_to_mesh(key).call_deferred("free")
meshes[key].set_mesh(null)
func _check_change_angle_camera() -> void:
var camera: Camera3D = $"MainCamera"
var gyroscope := Input.get_gyroscope()
func _check_change_angle_camera():
var camera = $"MainCamera"
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 Camera3D".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 Camera3D".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 Camera3D".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 Camera3D".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
func _action_pressed(action):
func _action_pressed(action: String) -> bool:
return Input.is_action_pressed(action)
func _action_gyroscope(action, gyroscope):
if Setting.get_setting_gyrosocpe():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
else:
func _action_gyroscope(action: String, gyroscope: Vector3) -> bool:
if not Setting.get_setting_gyrosocpe():
return false
var expression := Expression.new()
expression.parse("_gyroscope_changed_" + action + "(gyroscope)", ["gyroscope"])
return bool(expression.execute([gyroscope], self))
func _gyroscope_changed_left(gyroscope):
func _gyroscope_changed_left(gyroscope: Vector3) -> bool:
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
func _gyroscope_changed_right(gyroscope):
func _gyroscope_changed_right(gyroscope: Vector3) -> bool:
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
func _gyroscope_changed_down(gyroscope):
func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
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):
func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
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 _start_dissolve(key):
if bool(meshes[key].lock()) == false:
meshes[key].set_lock(int(true))
$ObjectFind.stream = meshes[key].audio_sound()
$ObjectFind.play()
func _start_dissolve(key: String) -> void:
if not meshes.has(key):
return
var scene: SceneEntry = meshes[key]
if scene.lock:
return
scene.lock = true
Global.database.save()
$ObjectFind.stream = scene.audio_sound()
$ObjectFind.play()
func _check_victory_condition():
func _check_victory_condition() -> void:
if victory_condition == victory_progress:
print("[levels#_check_victory_condition] \\o/\\o/ \\o/ \\o/ \\o/\\o/")
print("[levels#_check_victory_condition] Win !!")
Global.goto_scene("res://scenes/UI/ending/Ending.tscn")
func _node_to_mesh(key):
return get_node_or_null(meshes[key].mesh())
func _node_to_area(key):
return get_node_or_null(meshes[key].mesh() + "/Area3D")
func _node_object_list(key):
var animation_played = null
func _node_to_mesh(key: String) -> MeshInstance3D:
if not meshes.has(key):
return null
return get_node_or_null(meshes[key].mesh_path()) as MeshInstance3D
func _node_object_list(key: String) -> void:
var animation_played: String = ""
for child in $ListObjects/ListContainer.get_children():
if child.has_meta("name"):
if child.get_meta("name") == meshes[key].label():
child.set_meta("counted", child.get_meta("counted") + 1)
if child.get_meta("counter") == child.get_meta("counted"):
animation_played = child.get_meta("name")
else:
var diff = child.get_meta("counter") - child.get_meta("counted")
var txt = child.get_meta("name")
if diff != 1:
txt = txt + " " + str(diff)
animation_played = child.get_meta("animation")
child.get_node("Label").set_text(txt)
$ListObjects/AnimationPlayer.queue(animation_played)
if not child.has_meta("name"):
continue
if child.get_meta("name") != meshes[key].label:
continue
child.set_meta("counted", child.get_meta("counted") + 1)
if child.get_meta("counter") == child.get_meta("counted"):
animation_played = child.get_meta("name")
else:
var diff: int = child.get_meta("counter") - child.get_meta("counted")
var txt: String = child.get_meta("name")
if diff != 1:
txt = txt + " " + str(diff)
animation_played = child.get_meta("animation")
child.get_node("Label").set_text(txt)
$ListObjects/AnimationPlayer.queue(animation_played)
func _input(event):
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton or event is InputEventScreenTouch:
var camera = $"MainCamera"
var camera: Camera3D = $"MainCamera"
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_3d().direct_space_state
func _physics_process(_delta: float) -> void:
var space_state := get_world_3d().direct_space_state
if from != null and to != null:
_check_collider(space_state)
func _check_collider(space_state):
var query = PhysicsRayQueryParameters3D.create(from, to)
func _check_collider(space_state: PhysicsDirectSpaceState3D) -> void:
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 1
query.collide_with_bodies = false
query.collide_with_areas = true
var result = space_state.intersect_ray(query)
var result := space_state.intersect_ray(query)
from = null
to = null
if result.has("collider"):
var node = result["collider"].get_parent()
var node: Node = result["collider"].get_parent()
if node != null:
_start_dissolve(node.name)