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:
+129
-148
@@ -1,79 +1,65 @@
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extends Node3D
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const TIME_MAX = 3000 # msec
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const GYROSCOPE_MAX_DIFF = 0.5
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const OFFSET_CAMERA_MAX = 0.12
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const OFFSET_STEP_CHANGE = 0.01
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const RAY_LENGTH = 1000
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const TIME_MAX := 3000 # msec
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const GYROSCOPE_MAX_DIFF := 0.5
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const OFFSET_CAMERA_MAX := 0.12
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const OFFSET_STEP_CHANGE := 0.01
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const RAY_LENGTH := 1000
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@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
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@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
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@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
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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 meshes = {}
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@onready var from = null
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@onready var to = null
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@onready var mlevel = load("res://db/MLevel.gd")
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@onready var mscene = load("res://db/MScene.gd")
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@onready var victory_condition = 0
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@onready var victory_progress = 0
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@onready var last_button = null
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@onready var animation_player = null
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var gyroscope_value_old := Vector3(0, 0, 0)
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var meshes: Dictionary[String, SceneEntry] = {}
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var from = null
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var to = null
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var victory_condition: String = "0"
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var victory_progress: String = "0"
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var last_button: Node = null
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func _ready():
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_load_translations()
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func _ready() -> void:
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_load_meshes()
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_load_back_button()
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_load_prepare_victory_condition()
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_load_hud_menu()
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_load_ambient_sound()
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func _load_translations():
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pass
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func _load_meshes() -> void:
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for scene in Global.database.scenes_for_level(Global.current_scene_int):
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meshes[scene.key] = scene
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create_dissolve_mesh(scene.key)
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func _load_meshes():
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var scene_detail = null
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for row_index in range(0, table.m_rows_count):
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scene_detail = mscene.new(row_index)
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if scene_detail.key() != null:
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meshes[scene_detail.key()] = scene_detail
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create_dissolve_mesh(scene_detail.key())
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func _load_back_button():
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func _load_back_button() -> void:
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$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
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func _load_prepare_victory_condition():
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var level = mlevel.new(Global.current_scene_int)
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func _load_prepare_victory_condition() -> void:
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var level := Global.database.level_by_index(Global.current_scene_int)
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if level == null:
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return
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victory_condition = level.object_to_find()
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victory_progress = level.object_finding()
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func _load_hud_menu():
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var counter = 0
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var scene = null
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var label_counter = null
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func _load_hud_menu() -> void:
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var counter := 0
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var label_counter: String = ""
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for key in meshes:
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scene = meshes[key]
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var scene: SceneEntry = meshes[key]
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_create_button_info(scene, counter, label_counter)
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label_counter = scene.label_counter()
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counter = counter + 1
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label_counter = scene.label_counter
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counter += 1
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func _load_ambient_sound():
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func _load_ambient_sound() -> void:
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if Setting.get_setting_ambient_sound():
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$AmbientSound.play()
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$AmbientSound.stream_paused = false
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func _create_button_info(scene, counter, label_counter):
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var button = _search_button_to_use(counter)
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var label_name = scene.label()
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func _create_button_info(scene: SceneEntry, counter: int, label_counter: String) -> void:
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var button := _search_button_to_use(counter)
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var label_name := scene.label
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if label_counter != null and label_counter == scene.label_counter():
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label_name = last_button.get_node("Label").text + " " + str(scene.counter())
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if label_counter != "" and label_counter == scene.label_counter:
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label_name = last_button.get_node("Label").text + " " + str(scene.counter)
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_configure_button_object(last_button, scene, label_name)
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_create_animation_warning(_get_node_animated().get_node("Label"), label_name)
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else:
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@@ -83,194 +69,189 @@ func _create_button_info(scene, counter, label_counter):
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last_button = button
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func _get_node_animated():
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return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
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func _get_node_animated() -> Node:
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return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1)
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func _search_button_to_use(counter):
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func _search_button_to_use(counter: int) -> Node:
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if counter == 0:
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return object_first.instantiate()
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elif counter == meshes.size() - 1:
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return object_last.instantiate()
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else:
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return object_std.instantiate()
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return object_std.instantiate()
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func _configure_button_object(button, scene, label):
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func _configure_button_object(button: Node, scene: SceneEntry, label: String) -> void:
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button.get_node("Label").set_text(label)
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button.set_meta("animation", label)
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button.set_meta("name", scene.label())
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button.set_meta("counter", scene.counter())
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button.set_meta("name", scene.label)
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button.set_meta("counter", scene.counter)
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button.set_meta("counted", 0)
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func _create_animation_slide(node, p_name):
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func _create_animation_slide(node: Node, p_name: String) -> void:
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_add_animation_to_player(p_name, GameAnimation.level_hud_slide(node))
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func _create_animation_warning(node, p_name):
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func _create_animation_warning(node: Node, p_name: String) -> void:
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_add_animation_to_player(p_name, GameAnimation.level_hud_warning(node))
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func _add_animation_to_player(p_name: String, anim: Animation) -> void:
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var player = $ListObjects/AnimationPlayer
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var lib = player.get_animation_library("")
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var player: AnimationPlayer = $ListObjects/AnimationPlayer
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var lib := player.get_animation_library("")
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if lib == null:
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lib = AnimationLibrary.new()
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player.add_animation_library("", lib)
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lib.add_animation(p_name, anim)
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func _process(_delta):
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func _process(_delta: float) -> void:
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_check_dissolve_mesh()
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_check_change_angle_camera()
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_check_victory_condition()
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func create_dissolve_mesh(key):
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var mesh = _node_to_mesh(key)
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func create_dissolve_mesh(key: String) -> void:
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var mesh := _node_to_mesh(key)
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if mesh == null:
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return
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var material = mesh.get_active_material(0)
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var material := mesh.get_active_material(0)
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if material == null:
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return
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material.set_shader_parameter("dissolve_amount", 0.0)
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func _check_dissolve_mesh():
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func _check_dissolve_mesh() -> void:
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# Event dissolve in object searched by gamer
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for key in meshes:
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if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
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var mesh = _node_to_mesh(key)
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if mesh == null:
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continue
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if meshes[key].tick_reference() == 0:
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meshes[key].set_tick_reference(Time.get_ticks_msec())
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_node_object_list(key)
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GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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var scene: SceneEntry = meshes[key]
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if not scene.lock or scene.dissolved:
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continue
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var mesh := _node_to_mesh(key)
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if mesh == null:
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continue
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if scene.dissolve_tick_reference == 0:
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scene.dissolve_tick_reference = Time.get_ticks_msec()
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_node_object_list(key)
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GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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if Time.get_ticks_msec() < scene.dissolve_tick_reference + TIME_MAX:
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scene.dissolve_value += 0.01
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else:
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_clean_mesh(key)
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if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
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meshes[key].set_value(meshes[key].value() + 0.01)
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else:
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_clean_mesh(key)
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func _clean_mesh(key: String) -> void:
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var level := Global.database.level_by_index(Global.current_scene_int)
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if level != null:
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victory_progress = level.object_finding()
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var mesh := _node_to_mesh(key)
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if mesh != null:
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mesh.call_deferred("free")
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meshes[key].dissolved = true
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func _clean_mesh(key):
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victory_progress = mlevel.new(Global.current_scene_int).object_finding()
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_node_to_mesh(key).call_deferred("free")
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meshes[key].set_mesh(null)
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func _check_change_angle_camera() -> void:
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var camera: Camera3D = $"MainCamera"
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var gyroscope := Input.get_gyroscope()
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func _check_change_angle_camera():
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var camera = $"MainCamera"
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var gyroscope = Input.get_gyroscope()
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if camera.h_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
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print("[warcraft#_ready] move camera angle to left")
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$"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE
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if camera.h_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
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print("[warcraft#_ready] move camera angle to right")
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$"Main Camera3D".h_offset += OFFSET_STEP_CHANGE
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if camera.v_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
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print("[warcraft#_ready] move camera angle to down")
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$"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE
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if camera.v_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
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print("[warcraft#_ready] move camera angle to up")
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$"Main Camera3D".v_offset += OFFSET_STEP_CHANGE
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gyroscope_value_old = gyroscope
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func _action_pressed(action):
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func _action_pressed(action: String) -> bool:
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return Input.is_action_pressed(action)
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func _action_gyroscope(action, gyroscope):
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if Setting.get_setting_gyrosocpe():
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var expression = Expression.new()
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expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
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if expression.execute([gyroscope], self):
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return true
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else:
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return false
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else:
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func _action_gyroscope(action: String, gyroscope: Vector3) -> bool:
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if not Setting.get_setting_gyrosocpe():
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return false
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var expression := Expression.new()
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expression.parse("_gyroscope_changed_" + action + "(gyroscope)", ["gyroscope"])
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return bool(expression.execute([gyroscope], self))
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func _gyroscope_changed_left(gyroscope):
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func _gyroscope_changed_left(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y < gyroscope_value_old.y
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func _gyroscope_changed_right(gyroscope):
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func _gyroscope_changed_right(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y > gyroscope_value_old.y
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func _gyroscope_changed_down(gyroscope):
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func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z > gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x > gyroscope_value_old.x
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func _gyroscope_changed_up(gyroscope):
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func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z < gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x < gyroscope_value_old.x
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func _start_dissolve(key):
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if bool(meshes[key].lock()) == false:
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meshes[key].set_lock(int(true))
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$ObjectFind.stream = meshes[key].audio_sound()
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$ObjectFind.play()
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func _start_dissolve(key: String) -> void:
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if not meshes.has(key):
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return
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var scene: SceneEntry = meshes[key]
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if scene.lock:
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return
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scene.lock = true
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Global.database.save()
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$ObjectFind.stream = scene.audio_sound()
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$ObjectFind.play()
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func _check_victory_condition():
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func _check_victory_condition() -> void:
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if victory_condition == victory_progress:
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print("[levels#_check_victory_condition] \\o/\\o/ \\o/ \\o/ \\o/\\o/")
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print("[levels#_check_victory_condition] Win !!")
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Global.goto_scene("res://scenes/UI/ending/Ending.tscn")
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func _node_to_mesh(key):
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return get_node_or_null(meshes[key].mesh())
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func _node_to_area(key):
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return get_node_or_null(meshes[key].mesh() + "/Area3D")
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func _node_object_list(key):
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var animation_played = null
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func _node_to_mesh(key: String) -> MeshInstance3D:
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if not meshes.has(key):
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return null
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return get_node_or_null(meshes[key].mesh_path()) as MeshInstance3D
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func _node_object_list(key: String) -> void:
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var animation_played: String = ""
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for child in $ListObjects/ListContainer.get_children():
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if child.has_meta("name"):
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if child.get_meta("name") == meshes[key].label():
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child.set_meta("counted", child.get_meta("counted") + 1)
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if child.get_meta("counter") == child.get_meta("counted"):
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animation_played = child.get_meta("name")
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else:
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var diff = child.get_meta("counter") - child.get_meta("counted")
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var txt = child.get_meta("name")
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if diff != 1:
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txt = txt + " " + str(diff)
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animation_played = child.get_meta("animation")
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child.get_node("Label").set_text(txt)
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$ListObjects/AnimationPlayer.queue(animation_played)
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if not child.has_meta("name"):
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continue
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if child.get_meta("name") != meshes[key].label:
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continue
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child.set_meta("counted", child.get_meta("counted") + 1)
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if child.get_meta("counter") == child.get_meta("counted"):
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animation_played = child.get_meta("name")
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else:
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var diff: int = child.get_meta("counter") - child.get_meta("counted")
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var txt: String = child.get_meta("name")
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if diff != 1:
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txt = txt + " " + str(diff)
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animation_played = child.get_meta("animation")
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child.get_node("Label").set_text(txt)
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$ListObjects/AnimationPlayer.queue(animation_played)
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func _input(event):
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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var camera = $"MainCamera"
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var camera: Camera3D = $"MainCamera"
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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)
|
||||
|
||||
Reference in New Issue
Block a user