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:
+132
-105
@@ -1,128 +1,155 @@
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extends Node
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# Lightweight replacement for the godot_db_manager plugin (incompatible with
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# Godot 4). Keeps the ahog.json format used by the rest of the project and
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# exposes the same surface API the M* model classes expect:
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# Loads ahog.json once into typed Resource arrays:
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# Global.database.settings -> SettingsData
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# Global.database.levels -> Array[LevelEntry]
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# Global.database.scenes -> Array[SceneEntry]
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#
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# Global.database.get_table_by_name(name) -> Table
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# Global.database.save_db()
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# table.get_data_at_row_idx(row_id) -> [Cell, Cell, ...]
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# table.edit_data(prop_id, row_id, value)
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# table.m_rows_count
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# table.get_data_by_prop_name_and_data(prop_name, value) -> Array
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# table.get_dictionary_by_prop_name_and_data(prop_name, value) -> Array[Dict]
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# cell.get_data() -> String
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# save() round-trips back to the same JSON format so game progress
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# (per-scene lock state) persists across runs.
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class Cell:
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var _value
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func _init(value):
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_value = value
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func get_data():
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return _value
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class Table:
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var name: String
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var props: Array
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var data: Array
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var m_rows_count: int
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func _init(table_dict: Dictionary):
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name = table_dict["table_name"]
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props = table_dict["props"]
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data = table_dict["data"]
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m_rows_count = data.size() / max(1, props.size())
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func _col_count() -> int:
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return props.size()
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func _find_prop_idx(prop_name: String) -> int:
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for i in range(props.size()):
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if props[i]["name"] == prop_name:
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return i
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return -1
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func get_data_at_row_idx(row_idx: int) -> Array:
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var start = row_idx * _col_count()
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var cells = []
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for i in range(_col_count()):
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cells.append(Cell.new(data[start + i]))
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return cells
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func edit_data(prop_id: int, row_id: int, value) -> void:
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data[row_id * _col_count() + prop_id] = str(value)
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func get_data_by_prop_name_and_data(prop_name: String, value) -> Array:
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var prop_idx = _find_prop_idx(prop_name)
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var matches = []
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if prop_idx == -1:
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return matches
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for row in range(m_rows_count):
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if data[row * _col_count() + prop_idx] == str(value):
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matches.append(row)
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return matches
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func get_dictionary_by_prop_name_and_data(prop_name: String, value) -> Array:
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var prop_idx = _find_prop_idx(prop_name)
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var results = []
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if prop_idx == -1:
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return results
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for row in range(m_rows_count):
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if data[row * _col_count() + prop_idx] == str(value):
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var d = {}
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for i in range(_col_count()):
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d[props[i]["name"]] = data[row * _col_count() + i]
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results.append(d)
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return results
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func to_dict() -> Dictionary:
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return {
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"table_name": name,
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"props": props,
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"data": data,
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}
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class DB:
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var version: String
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var db_name: String
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var tables: Dictionary = {}
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class DB extends RefCounted:
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var settings: SettingsData
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var levels: Array[LevelEntry] = []
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var scenes: Array[SceneEntry] = []
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var _path: String
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func _init(path: String):
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const _SETTINGS_PROPS := [
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{"name": "langue", "type": "1", "auto_increment": "0"},
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{"name": "gyroscope", "type": "0", "auto_increment": "0"},
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{"name": "ambient_sound", "type": "0", "auto_increment": "0"},
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{"name": "resolution", "type": "3", "auto_increment": "0"},
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{"name": "fullscreen", "type": "0", "auto_increment": "0"},
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{"name": "version", "type": "0", "auto_increment": "0"},
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]
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const _LEVELS_PROPS := [
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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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]
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const _SCENES_PROPS := [
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{"name": "lock", "type": "0", "auto_increment": "0"},
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{"name": "label", "type": "3", "auto_increment": "0"},
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{"name": "key", "type": "3", "auto_increment": "0"},
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{"name": "level", "type": "table", "table_name": "levels", "auto_increment": "0"},
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{"name": "mesh", "type": "3", "auto_increment": "0"},
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{"name": "label_counter", "type": "1", "auto_increment": "0"},
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{"name": "counter", "type": "1", "auto_increment": "0"},
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]
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func _init(path: String) -> void:
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_path = path
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var f = FileAccess.open(path, FileAccess.READ)
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var f := FileAccess.open(path, FileAccess.READ)
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if f == null:
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push_error("[Database] Cannot open " + path)
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return
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var raw = f.get_as_text()
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var doc = JSON.parse_string(f.get_as_text())
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f.close()
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var doc = JSON.parse_string(raw)
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if doc == null:
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if not (doc is Dictionary):
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push_error("[Database] Invalid JSON in " + path)
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return
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version = doc.get("GDDB_ver", "")
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db_name = doc.get("db_name", "")
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for t in doc.get("tables", []):
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var table = Table.new(t)
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tables[table.name] = table
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for table in doc.get("tables", []):
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match table.get("table_name", ""):
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"settings": settings = _load_settings(table.get("data", []))
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"levels": levels = _load_levels(table.get("data", []))
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"scenes": scenes = _load_scenes(table.get("data", []))
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func get_table_by_name(name: String):
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return tables.get(name)
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func _load_settings(data: Array) -> SettingsData:
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var s := SettingsData.new()
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if data.size() >= 6:
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s.langue = int(data[0])
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s.gyroscope = bool(int(data[1]))
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s.ambient_sound = bool(int(data[2]))
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s.resolution = str(data[3])
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s.fullscreen = bool(int(data[4]))
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s.version = str(data[5])
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return s
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func save_db() -> void:
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var doc = {
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"GDDB_ver": version,
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"db_name": db_name,
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"tables": [],
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func _load_levels(data: Array) -> Array[LevelEntry]:
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var result: Array[LevelEntry] = []
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const W := 2
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for i in range(data.size() / W):
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var l := LevelEntry.new()
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l.index = i
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l.name = str(data[i * W + 0])
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l.thumb = str(data[i * W + 1])
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result.append(l)
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return result
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func _load_scenes(data: Array) -> Array[SceneEntry]:
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var result: Array[SceneEntry] = []
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const W := 7
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for i in range(data.size() / W):
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var s := SceneEntry.new()
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s.lock = bool(int(data[i * W + 0]))
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s.label = str(data[i * W + 1])
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s.key = str(data[i * W + 2])
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s.level = int(data[i * W + 3])
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s.mesh = str(data[i * W + 4])
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s.label_counter = str(data[i * W + 5])
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s.counter = int(data[i * W + 6])
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result.append(s)
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return result
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func scenes_for_level(level_idx: int) -> Array[SceneEntry]:
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var result: Array[SceneEntry] = []
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for s in scenes:
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if s.level == level_idx:
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result.append(s)
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return result
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func level_by_index(idx: int) -> LevelEntry:
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for l in levels:
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if l.index == idx:
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return l
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return null
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func save() -> void:
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var doc := {
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"GDDB_ver": "2.0",
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"db_name": "ahog",
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"tables": [
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{"table_name": "settings", "props": _SETTINGS_PROPS, "data": _dump_settings()},
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{"table_name": "levels", "props": _LEVELS_PROPS, "data": _dump_levels()},
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{"table_name": "scenes", "props": _SCENES_PROPS, "data": _dump_scenes()},
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],
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}
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for tname in tables:
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doc["tables"].append(tables[tname].to_dict())
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var f = FileAccess.open(_path, FileAccess.WRITE)
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var f := FileAccess.open(_path, FileAccess.WRITE)
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if f == null:
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push_error("[Database] Cannot write " + _path)
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return
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f.store_string(JSON.stringify(doc))
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f.close()
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func _dump_settings() -> Array:
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return [
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str(settings.langue),
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str(int(settings.gyroscope)),
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str(int(settings.ambient_sound)),
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settings.resolution,
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str(int(settings.fullscreen)),
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settings.version,
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]
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func _dump_levels() -> Array:
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var out: Array = []
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for l in levels:
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out.append_array([l.name, l.thumb])
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return out
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func _dump_scenes() -> Array:
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var out: Array = []
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for s in scenes:
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out.append_array([
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str(int(s.lock)),
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s.label,
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s.key,
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str(s.level),
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s.mesh,
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s.label_counter,
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str(s.counter),
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])
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return out
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func initialize() -> DB:
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return DB.new(save_database_in())
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@@ -141,8 +168,8 @@ func normal_path() -> String:
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func copy_database() -> void:
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if FileAccess.file_exists(android_path()):
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return
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var src = FileAccess.open(normal_path(), FileAccess.READ)
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var dst = FileAccess.open(android_path(), FileAccess.WRITE)
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var src := FileAccess.open(normal_path(), FileAccess.READ)
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var dst := FileAccess.open(android_path(), FileAccess.WRITE)
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dst.store_string(src.get_as_text())
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dst.close()
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src.close()
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+23
-30
@@ -1,77 +1,70 @@
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extends Control
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@onready var current_scene = null
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@onready var current_scene_int = null
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@onready var wait_frames = 1
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@onready var database = null
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@onready var loaded = false
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@onready var animation = Loading.get_node("AnimLoading")
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# Application root: async scene loading + reference to the loaded Database.
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@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
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var current_scene: Node = null
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var current_scene_int: int = -1
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var wait_frames: int = 1
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var database: RefCounted = null
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var loaded: bool = false
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var _loading_path: String = ""
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func _ready():
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func _ready() -> void:
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_loading_scene()
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func _initialize_loading_scene():
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func _initialize_loading_scene() -> void:
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animation.animation_started.connect(Event._loading_is_started)
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animation.animation_finished.connect(Event._loading_is_finished)
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func goto_scene(path):
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print("[global#goto_scene] : load scene " + str(path))
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var err = ResourceLoader.load_threaded_request(path)
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func goto_scene(path: String) -> void:
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var err := ResourceLoader.load_threaded_request(path)
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if err != OK:
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print("Error loading ....")
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push_error("[Global] failed to start threaded load for " + path)
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return
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_loading_path = path
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Loading.show()
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animation.play("BorderAnim")
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set_process(true)
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current_scene.queue_free()
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wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
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func _process(_delta):
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func _process(_delta: float) -> void:
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if _loading_path == "":
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set_process(false)
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return
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if wait_frames > 0:
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wait_frames -= 1
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if not loaded:
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return
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var progress := []
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var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
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var progress: Array = []
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var status := ResourceLoader.load_threaded_get_status(_loading_path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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_update_progress(progress[0] if progress.size() > 0 else 0.0)
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ResourceLoader.THREAD_LOAD_LOADED:
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_set_new_scene()
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ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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print("Error loading ....")
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push_error("[Global] failed to load " + _loading_path)
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_loading_path = ""
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## PRIVATE
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func _initialize_current_scene():
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print("[global#_initialize_current_scene]")
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var root = get_tree().get_root()
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func _initialize_current_scene() -> void:
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var root := get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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get_node("/root/Loading").hide()
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Loading.hide()
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func _update_progress(value: float):
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func _update_progress(value: float) -> void:
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
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func _set_new_scene():
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var resource = ResourceLoader.load_threaded_get(_loading_path)
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func _set_new_scene() -> void:
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var resource: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
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_loading_path = ""
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current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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+44
-41
@@ -1,66 +1,69 @@
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extends Node
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@onready var setting = load("res://db/MSetting.gd").new()
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# Reads / writes the SettingsData held by Global.database. Applies locale,
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# resolution, and fullscreen state on startup and on any setter call.
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func _ready():
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func _ready() -> void:
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apply_language(translate_int_to_locale(get_setting_language()))
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apply_resolution()
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apply_fullscreen()
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func apply_language(local):
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TranslationServer.set_locale(local)
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func apply_language(locale: String) -> void:
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TranslationServer.set_locale(locale)
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func translate_int_to_locale(id):
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var lang = "en"
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func translate_int_to_locale(id: int) -> String:
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match id:
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0: return "en"
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1: return "fr"
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return "en"
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if id == 0:
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lang = "en"
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func apply_resolution() -> void:
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var res := get_setting_resolution()
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get_window().content_scale_size = Vector2i(int(res[0]), int(res[1]))
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if id == 1:
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lang = "fr"
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func apply_fullscreen() -> void:
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if get_setting_fullscreen() else Window.MODE_WINDOWED
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return lang
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func _data() -> SettingsData:
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return Global.database.settings
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func apply_resolution():
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var res = get_setting_resolution()
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var screen_size = Vector2i(int(res[0]), int(res[1]))
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get_window().content_scale_size = screen_size
|
||||
func get_setting_language() -> int:
|
||||
return _data().langue
|
||||
|
||||
func apply_fullscreen():
|
||||
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
|
||||
|
||||
func get_setting_language():
|
||||
return setting.get_langue()
|
||||
|
||||
func set_setting_language(value):
|
||||
setting.set_langue(value)
|
||||
func set_setting_language(value: int) -> void:
|
||||
_data().langue = value
|
||||
Global.database.save()
|
||||
apply_language(translate_int_to_locale(value))
|
||||
|
||||
func get_setting_gyrosocpe():
|
||||
return setting.get_gyroscope()
|
||||
func get_setting_gyrosocpe() -> bool:
|
||||
return _data().gyroscope
|
||||
|
||||
func set_setting_gyroscope(value):
|
||||
setting.set_gyroscope(value)
|
||||
func set_setting_gyroscope(value: bool) -> void:
|
||||
_data().gyroscope = value
|
||||
Global.database.save()
|
||||
|
||||
func get_setting_ambient_sound():
|
||||
return setting.get_ambient_sound()
|
||||
func get_setting_ambient_sound() -> bool:
|
||||
return _data().ambient_sound
|
||||
|
||||
func set_setting_ambient_sound(value):
|
||||
setting.set_ambient_sound(value)
|
||||
func set_setting_ambient_sound(value: bool) -> void:
|
||||
_data().ambient_sound = value
|
||||
Global.database.save()
|
||||
|
||||
func get_setting_resolution():
|
||||
return setting.get_resolution()
|
||||
func get_setting_resolution() -> PackedStringArray:
|
||||
return _data().resolution_split()
|
||||
|
||||
func set_setting_resolution(value):
|
||||
setting.set_resolution(value)
|
||||
func set_setting_resolution(value: String) -> void:
|
||||
_data().resolution = value
|
||||
Global.database.save()
|
||||
apply_resolution()
|
||||
|
||||
func get_setting_fullscreen():
|
||||
return setting.get_fullscreen()
|
||||
func get_setting_fullscreen() -> bool:
|
||||
return _data().fullscreen
|
||||
|
||||
func set_setting_fullscreen(value):
|
||||
setting.set_fullscreen(value)
|
||||
func set_setting_fullscreen(value: bool) -> void:
|
||||
_data().fullscreen = value
|
||||
Global.database.save()
|
||||
apply_fullscreen()
|
||||
|
||||
func get_setting_version():
|
||||
return setting.get_version()
|
||||
func get_setting_version() -> String:
|
||||
return "v" + _data().version
|
||||
|
||||
+3
-3
@@ -22,12 +22,12 @@ static func _on_home_pressed() -> void:
|
||||
Global.current_scene_int = 1
|
||||
Global.goto_scene("res://scenes/levels/home/Home.tscn")
|
||||
|
||||
static func _on_reset_level(level, node: String, index: int, parent) -> void:
|
||||
static func _on_reset_level(level: LevelEntry, node: String, index: int, parent) -> void:
|
||||
Global.current_scene_int = index
|
||||
level.reset()
|
||||
parent.configure_reset(level, node, index, true)
|
||||
parent.configure_reset(level, node, true)
|
||||
parent.configure_counter(level, node)
|
||||
Global.current_scene_int = null
|
||||
Global.current_scene_int = -1
|
||||
|
||||
static func _on_main_scene_pressed() -> void:
|
||||
Global.goto_scene("res://scenes/Main.tscn")
|
||||
|
||||
Reference in New Issue
Block a user