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
-11
View File
@@ -1,11 +0,0 @@
extends Node
var table = null
func _get_data(datas, index):
return datas[index].get_data()
func _set_data(prop_id, row_id, data):
table.edit_data(prop_id, row_id, str(data))
Global.database.save_db()
return data
-1
View File
@@ -1 +0,0 @@
uid://bbyxkqilmfqeh
-57
View File
@@ -1,57 +0,0 @@
extends "res://db/MBase.gd"
var m_name = null
var m_thumb = null
var m_level = null
var mscene = load("res://db/MScene.gd")
func _init(row_idx):
m_level = row_idx
table = Global.database.get_table_by_name("levels")
var datas = table.get_data_at_row_idx(m_level)
m_name = _get_name(datas)
m_thumb = _get_thumb(datas)
func object_to_find():
var count = 0
var datas = _scenes().get_data_by_prop_name_and_data("level", str(m_level))
if datas.size() != 0:
count = datas.size()
return str(count)
func reset():
var scene_detail = null
var t = Global.database.get_table_by_name("scenes")
for row_index in range(0, t.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.label() != null:
scene_detail.set_lock(int(false))
func _scenes():
return Global.database.get_table_by_name("scenes")
func object_finding():
var count = 0
for datas in _scenes().get_dictionary_by_prop_name_and_data("level", str(m_level)):
if int(datas['lock']) == 1:
count = count + 1
return str(count)
func name():
return m_name
func thumbnail():
return m_thumb
## PRIVATE
func _get_name(datas):
return str(_get_data(datas, 0))
func _get_thumb(datas):
return str(_get_data(datas, 1))
-1
View File
@@ -1 +0,0 @@
uid://dtjnnc3165bhc
-99
View File
@@ -1,99 +0,0 @@
extends "res://db/MBase.gd"
var m_value = 0
var m_lock = null
var m_label = null
var m_label_counter = null
var m_tick_reference = 0
var m_key = null
var m_level = null
var m_mesh = null
var m_counter = null
var m_row_id = null
const LOCK_ID = 0
const LABEL_ID = 1
const KEY_ID = 2
const LEVEL_ID = 3
const MESH_ID = 4
const LABEL_COUNTER = 5
const COUNTER_ID = 6
func _init(row_index):
table = Global.database.get_table_by_name("scenes")
m_row_id = row_index
var datas = table.get_data_at_row_idx(m_row_id)
if _get_level(datas) == Global.current_scene_int:
m_key = _get_key(datas)
m_lock = _get_lock(datas)
m_label = _get_label(datas)
m_label_counter = _get_label_counter(datas)
m_mesh = _get_mesh(datas)
m_counter = _get_counter(datas)
func key():
return m_key
func label():
return m_label
func label_counter():
return m_label_counter
func lock():
return m_lock
func set_lock(p_value):
m_lock = _set_data(LOCK_ID, m_row_id, p_value)
func mesh():
return m_mesh
func tween():
return m_mesh + "/Tween"
func set_mesh(p_value):
m_mesh = p_value
func tick_reference():
return m_tick_reference
func set_tick_reference(p_value):
m_tick_reference = p_value
func value():
return m_value
func set_value(p_value):
m_value = p_value
func audio_sound():
var stream = load("res://assets/sounds/objects/" + label() + ".ogg")
stream.set_loop(false)
return stream
func counter():
return m_counter
## PRIVATE
func _get_lock(datas):
return bool(int(_get_data(datas, LOCK_ID)))
func _get_label(datas):
return str(_get_data(datas, LABEL_ID))
func _get_key(datas):
return str(_get_data(datas, KEY_ID))
func _get_level(datas):
return int(_get_data(datas, LEVEL_ID))
func _get_mesh(datas):
return "HiddenObjectsItems/" + str(_get_data(datas, MESH_ID))
func _get_label_counter(datas):
return str(_get_data(datas, LABEL_COUNTER))
func _get_counter(datas):
return int(_get_data(datas, COUNTER_ID))
-1
View File
@@ -1 +0,0 @@
uid://cntdl3tocn0tv
-70
View File
@@ -1,70 +0,0 @@
extends "res://db/MBase.gd"
var m_langue = null
var m_gyroscope = null
var m_ambient_sound = null
var m_resolution = null
var m_fullscreen = null
var m_version = null
const ROW_ID = 0
const LANGUE_ID = 0
const GYRSOCPE_ID = 1
const AMBIENT_SOUND = 2
const RESOLUTION = 3
const FULLSCREEN = 4
const VERSION = 5
func _init():
table = Global.database.get_table_by_name("settings")
var datas = table.get_data_at_row_idx(ROW_ID)
m_langue = _get_data(datas, LANGUE_ID)
m_gyroscope = _get_data(datas, GYRSOCPE_ID)
m_ambient_sound = _get_data(datas, AMBIENT_SOUND)
m_resolution = _get_data(datas, RESOLUTION)
m_fullscreen = _get_data(datas, FULLSCREEN)
m_version = _get_data(datas, VERSION)
func get_langue():
return int(m_langue)
func get_gyroscope():
return bool(int(m_gyroscope))
func get_ambient_sound():
return bool(int(m_ambient_sound))
func get_resolution():
return m_resolution.split(" x ")
func get_fullscreen():
return bool(int(m_fullscreen))
func get_version():
return "v" + str(m_version)
func set_langue(value):
m_langue = _set_data(LANGUE_ID, ROW_ID, value)
return get_langue()
func set_gyroscope(value):
m_gyroscope = _set_data(GYRSOCPE_ID, ROW_ID, value)
return get_gyroscope()
func set_ambient_sound(value):
m_ambient_sound = _set_data(AMBIENT_SOUND, ROW_ID, value)
return get_ambient_sound()
func set_resolution(value):
m_resolution = _set_data(RESOLUTION, ROW_ID, value)
return get_resolution()
func set_fullscreen(value):
m_fullscreen = _set_data(FULLSCREEN, ROW_ID, value)
return get_fullscreen()
-1
View File
@@ -1 +0,0 @@
uid://bf50wtagbmftd
+22
View File
@@ -0,0 +1,22 @@
class_name LevelEntry extends Resource
# A single row from the 'levels' table of ahog.json.
@export var index: int = -1
@export var name: String = ""
@export var thumb: String = ""
func object_to_find() -> String:
return str(Global.database.scenes_for_level(index).size())
func object_finding() -> String:
var count := 0
for s in Global.database.scenes_for_level(index):
if s.lock:
count += 1
return str(count)
func reset() -> void:
for s in Global.database.scenes_for_level(index):
s.lock = false
Global.database.save()
+1
View File
@@ -0,0 +1 @@
uid://dp7cvr2c75gj5
+25
View File
@@ -0,0 +1,25 @@
class_name SceneEntry extends Resource
# A single hidden-object row from the 'scenes' table of ahog.json.
@export var lock: bool = false
@export var label: String = ""
@export var key: String = ""
@export var level: int = -1
@export var mesh: String = ""
@export var label_counter: String = ""
@export var counter: int = 1
# Runtime-only state for the dissolve animation tracker (not persisted).
var dissolve_value: float = 0.0
var dissolve_tick_reference: int = 0
var dissolved: bool = false
func mesh_path() -> String:
return "HiddenObjectsItems/" + mesh
func audio_sound() -> AudioStream:
var stream: AudioStream = load("res://assets/sounds/objects/%s.ogg" % label)
if stream is AudioStreamOggVorbis:
stream.loop = false
return stream
+1
View File
@@ -0,0 +1 @@
uid://ciro4yspcb6bi
+13
View File
@@ -0,0 +1,13 @@
class_name SettingsData extends Resource
# Single-row 'settings' table from ahog.json.
@export var langue: int = 0
@export var gyroscope: bool = false
@export var ambient_sound: bool = false
@export var resolution: String = "1280 x 720"
@export var fullscreen: bool = false
@export var version: String = "1.0.0"
func resolution_split() -> PackedStringArray:
return resolution.split(" x ")
+1
View File
@@ -0,0 +1 @@
uid://dbgb8gs3fddt0
+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)
+107 -126
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():
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()
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)
var scene: SceneEntry = meshes[key]
if not scene.lock or scene.dissolved:
continue
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())
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() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
if Time.get_ticks_msec() < scene.dissolve_tick_reference + TIME_MAX:
scene.dissolve_value += 0.01
else:
_clean_mesh(key)
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 _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 _check_change_angle_camera():
var camera = $"MainCamera"
var gyroscope = Input.get_gyroscope()
func _check_change_angle_camera() -> void:
var camera: Camera3D = $"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()
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))
if expression.execute([gyroscope], self):
return true
else:
return false
else:
return false
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()
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():
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 = child.get_meta("counter") - child.get_meta("counted")
var txt = child.get_meta("name")
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)
+132 -105
View File
@@ -1,128 +1,155 @@
extends Node
# Lightweight replacement for the godot_db_manager plugin (incompatible with
# Godot 4). Keeps the ahog.json format used by the rest of the project and
# exposes the same surface API the M* model classes expect:
# Loads ahog.json once into typed Resource arrays:
# Global.database.settings -> SettingsData
# Global.database.levels -> Array[LevelEntry]
# Global.database.scenes -> Array[SceneEntry]
#
# Global.database.get_table_by_name(name) -> Table
# Global.database.save_db()
# table.get_data_at_row_idx(row_id) -> [Cell, Cell, ...]
# table.edit_data(prop_id, row_id, value)
# table.m_rows_count
# table.get_data_by_prop_name_and_data(prop_name, value) -> Array
# table.get_dictionary_by_prop_name_and_data(prop_name, value) -> Array[Dict]
# cell.get_data() -> String
# save() round-trips back to the same JSON format so game progress
# (per-scene lock state) persists across runs.
class Cell:
var _value
func _init(value):
_value = value
func get_data():
return _value
class Table:
var name: String
var props: Array
var data: Array
var m_rows_count: int
func _init(table_dict: Dictionary):
name = table_dict["table_name"]
props = table_dict["props"]
data = table_dict["data"]
m_rows_count = data.size() / max(1, props.size())
func _col_count() -> int:
return props.size()
func _find_prop_idx(prop_name: String) -> int:
for i in range(props.size()):
if props[i]["name"] == prop_name:
return i
return -1
func get_data_at_row_idx(row_idx: int) -> Array:
var start = row_idx * _col_count()
var cells = []
for i in range(_col_count()):
cells.append(Cell.new(data[start + i]))
return cells
func edit_data(prop_id: int, row_id: int, value) -> void:
data[row_id * _col_count() + prop_id] = str(value)
func get_data_by_prop_name_and_data(prop_name: String, value) -> Array:
var prop_idx = _find_prop_idx(prop_name)
var matches = []
if prop_idx == -1:
return matches
for row in range(m_rows_count):
if data[row * _col_count() + prop_idx] == str(value):
matches.append(row)
return matches
func get_dictionary_by_prop_name_and_data(prop_name: String, value) -> Array:
var prop_idx = _find_prop_idx(prop_name)
var results = []
if prop_idx == -1:
return results
for row in range(m_rows_count):
if data[row * _col_count() + prop_idx] == str(value):
var d = {}
for i in range(_col_count()):
d[props[i]["name"]] = data[row * _col_count() + i]
results.append(d)
return results
func to_dict() -> Dictionary:
return {
"table_name": name,
"props": props,
"data": data,
}
class DB:
var version: String
var db_name: String
var tables: Dictionary = {}
class DB extends RefCounted:
var settings: SettingsData
var levels: Array[LevelEntry] = []
var scenes: Array[SceneEntry] = []
var _path: String
func _init(path: String):
const _SETTINGS_PROPS := [
{"name": "langue", "type": "1", "auto_increment": "0"},
{"name": "gyroscope", "type": "0", "auto_increment": "0"},
{"name": "ambient_sound", "type": "0", "auto_increment": "0"},
{"name": "resolution", "type": "3", "auto_increment": "0"},
{"name": "fullscreen", "type": "0", "auto_increment": "0"},
{"name": "version", "type": "0", "auto_increment": "0"},
]
const _LEVELS_PROPS := [
{"name": "name", "type": "3", "auto_increment": "0"},
{"name": "thumb", "type": "4", "auto_increment": "0"},
]
const _SCENES_PROPS := [
{"name": "lock", "type": "0", "auto_increment": "0"},
{"name": "label", "type": "3", "auto_increment": "0"},
{"name": "key", "type": "3", "auto_increment": "0"},
{"name": "level", "type": "table", "table_name": "levels", "auto_increment": "0"},
{"name": "mesh", "type": "3", "auto_increment": "0"},
{"name": "label_counter", "type": "1", "auto_increment": "0"},
{"name": "counter", "type": "1", "auto_increment": "0"},
]
func _init(path: String) -> void:
_path = path
var f = FileAccess.open(path, FileAccess.READ)
var f := FileAccess.open(path, FileAccess.READ)
if f == null:
push_error("[Database] Cannot open " + path)
return
var raw = f.get_as_text()
var doc = JSON.parse_string(f.get_as_text())
f.close()
var doc = JSON.parse_string(raw)
if doc == null:
if not (doc is Dictionary):
push_error("[Database] Invalid JSON in " + path)
return
version = doc.get("GDDB_ver", "")
db_name = doc.get("db_name", "")
for t in doc.get("tables", []):
var table = Table.new(t)
tables[table.name] = table
for table in doc.get("tables", []):
match table.get("table_name", ""):
"settings": settings = _load_settings(table.get("data", []))
"levels": levels = _load_levels(table.get("data", []))
"scenes": scenes = _load_scenes(table.get("data", []))
func get_table_by_name(name: String):
return tables.get(name)
func _load_settings(data: Array) -> SettingsData:
var s := SettingsData.new()
if data.size() >= 6:
s.langue = int(data[0])
s.gyroscope = bool(int(data[1]))
s.ambient_sound = bool(int(data[2]))
s.resolution = str(data[3])
s.fullscreen = bool(int(data[4]))
s.version = str(data[5])
return s
func save_db() -> void:
var doc = {
"GDDB_ver": version,
"db_name": db_name,
"tables": [],
func _load_levels(data: Array) -> Array[LevelEntry]:
var result: Array[LevelEntry] = []
const W := 2
for i in range(data.size() / W):
var l := LevelEntry.new()
l.index = i
l.name = str(data[i * W + 0])
l.thumb = str(data[i * W + 1])
result.append(l)
return result
func _load_scenes(data: Array) -> Array[SceneEntry]:
var result: Array[SceneEntry] = []
const W := 7
for i in range(data.size() / W):
var s := SceneEntry.new()
s.lock = bool(int(data[i * W + 0]))
s.label = str(data[i * W + 1])
s.key = str(data[i * W + 2])
s.level = int(data[i * W + 3])
s.mesh = str(data[i * W + 4])
s.label_counter = str(data[i * W + 5])
s.counter = int(data[i * W + 6])
result.append(s)
return result
func scenes_for_level(level_idx: int) -> Array[SceneEntry]:
var result: Array[SceneEntry] = []
for s in scenes:
if s.level == level_idx:
result.append(s)
return result
func level_by_index(idx: int) -> LevelEntry:
for l in levels:
if l.index == idx:
return l
return null
func save() -> void:
var doc := {
"GDDB_ver": "2.0",
"db_name": "ahog",
"tables": [
{"table_name": "settings", "props": _SETTINGS_PROPS, "data": _dump_settings()},
{"table_name": "levels", "props": _LEVELS_PROPS, "data": _dump_levels()},
{"table_name": "scenes", "props": _SCENES_PROPS, "data": _dump_scenes()},
],
}
for tname in tables:
doc["tables"].append(tables[tname].to_dict())
var f = FileAccess.open(_path, FileAccess.WRITE)
var f := FileAccess.open(_path, FileAccess.WRITE)
if f == null:
push_error("[Database] Cannot write " + _path)
return
f.store_string(JSON.stringify(doc))
f.close()
func _dump_settings() -> Array:
return [
str(settings.langue),
str(int(settings.gyroscope)),
str(int(settings.ambient_sound)),
settings.resolution,
str(int(settings.fullscreen)),
settings.version,
]
func _dump_levels() -> Array:
var out: Array = []
for l in levels:
out.append_array([l.name, l.thumb])
return out
func _dump_scenes() -> Array:
var out: Array = []
for s in scenes:
out.append_array([
str(int(s.lock)),
s.label,
s.key,
str(s.level),
s.mesh,
s.label_counter,
str(s.counter),
])
return out
func initialize() -> DB:
return DB.new(save_database_in())
@@ -141,8 +168,8 @@ func normal_path() -> String:
func copy_database() -> void:
if FileAccess.file_exists(android_path()):
return
var src = FileAccess.open(normal_path(), FileAccess.READ)
var dst = FileAccess.open(android_path(), FileAccess.WRITE)
var src := FileAccess.open(normal_path(), FileAccess.READ)
var dst := FileAccess.open(android_path(), FileAccess.WRITE)
dst.store_string(src.get_as_text())
dst.close()
src.close()
+23 -30
View File
@@ -1,77 +1,70 @@
extends Control
@onready var current_scene = null
@onready var current_scene_int = null
@onready var wait_frames = 1
@onready var database = null
@onready var loaded = false
@onready var animation = Loading.get_node("AnimLoading")
# Application root: async scene loading + reference to the loaded Database.
@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
var current_scene: Node = null
var current_scene_int: int = -1
var wait_frames: int = 1
var database: RefCounted = null
var loaded: bool = false
var _loading_path: String = ""
func _ready():
func _ready() -> void:
database = load("res://scripts/Database.gd").new().initialize()
_initialize_current_scene()
_initialize_loading_scene()
func _initialize_loading_scene():
func _initialize_loading_scene() -> void:
animation.animation_started.connect(Event._loading_is_started)
animation.animation_finished.connect(Event._loading_is_finished)
func goto_scene(path):
print("[global#goto_scene] : load scene " + str(path))
var err = ResourceLoader.load_threaded_request(path)
func goto_scene(path: String) -> void:
var err := ResourceLoader.load_threaded_request(path)
if err != OK:
print("Error loading ....")
push_error("[Global] failed to start threaded load for " + path)
return
_loading_path = path
Loading.show()
animation.play("BorderAnim")
set_process(true)
current_scene.queue_free()
wait_frames = 1
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
func _process(_delta):
func _process(_delta: float) -> void:
if _loading_path == "":
set_process(false)
return
if wait_frames > 0:
wait_frames -= 1
if not loaded:
return
var progress := []
var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
var progress: Array = []
var status := ResourceLoader.load_threaded_get_status(_loading_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
_update_progress(progress[0] if progress.size() > 0 else 0.0)
ResourceLoader.THREAD_LOAD_LOADED:
_set_new_scene()
ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
print("Error loading ....")
push_error("[Global] failed to load " + _loading_path)
_loading_path = ""
## PRIVATE
func _initialize_current_scene():
print("[global#_initialize_current_scene]")
var root = get_tree().get_root()
func _initialize_current_scene() -> void:
var root := get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
if current_scene.name != "Main":
get_node("/root/Loading").hide()
Loading.hide()
func _update_progress(value: float):
func _update_progress(value: float) -> void:
Loading.visible = true
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
func _set_new_scene():
var resource = ResourceLoader.load_threaded_get(_loading_path)
func _set_new_scene() -> void:
var resource: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
_loading_path = ""
current_scene = resource.instantiate()
get_node("/root").add_child(current_scene)
+44 -41
View File
@@ -1,66 +1,69 @@
extends Node
@onready var setting = load("res://db/MSetting.gd").new()
# Reads / writes the SettingsData held by Global.database. Applies locale,
# resolution, and fullscreen state on startup and on any setter call.
func _ready():
func _ready() -> void:
apply_language(translate_int_to_locale(get_setting_language()))
apply_resolution()
apply_fullscreen()
func apply_language(local):
TranslationServer.set_locale(local)
func apply_language(locale: String) -> void:
TranslationServer.set_locale(locale)
func translate_int_to_locale(id):
var lang = "en"
func translate_int_to_locale(id: int) -> String:
match id:
0: return "en"
1: return "fr"
return "en"
if id == 0:
lang = "en"
func apply_resolution() -> void:
var res := get_setting_resolution()
get_window().content_scale_size = Vector2i(int(res[0]), int(res[1]))
if id == 1:
lang = "fr"
func apply_fullscreen() -> void:
get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if get_setting_fullscreen() else Window.MODE_WINDOWED
return lang
func _data() -> SettingsData:
return Global.database.settings
func apply_resolution():
var res = get_setting_resolution()
var screen_size = Vector2i(int(res[0]), int(res[1]))
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
View File
@@ -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")