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:
-11
@@ -1,11 +0,0 @@
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extends Node
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var table = null
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func _get_data(datas, index):
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return datas[index].get_data()
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func _set_data(prop_id, row_id, data):
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table.edit_data(prop_id, row_id, str(data))
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Global.database.save_db()
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return data
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@@ -1 +0,0 @@
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uid://bbyxkqilmfqeh
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@@ -1,57 +0,0 @@
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extends "res://db/MBase.gd"
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var m_name = null
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var m_thumb = null
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var m_level = null
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var mscene = load("res://db/MScene.gd")
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func _init(row_idx):
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m_level = row_idx
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table = Global.database.get_table_by_name("levels")
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var datas = table.get_data_at_row_idx(m_level)
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m_name = _get_name(datas)
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m_thumb = _get_thumb(datas)
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func object_to_find():
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var count = 0
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var datas = _scenes().get_data_by_prop_name_and_data("level", str(m_level))
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if datas.size() != 0:
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count = datas.size()
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return str(count)
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func reset():
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var scene_detail = null
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var t = Global.database.get_table_by_name("scenes")
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for row_index in range(0, t.m_rows_count):
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scene_detail = mscene.new(row_index)
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if scene_detail.label() != null:
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scene_detail.set_lock(int(false))
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func _scenes():
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return Global.database.get_table_by_name("scenes")
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func object_finding():
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var count = 0
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for datas in _scenes().get_dictionary_by_prop_name_and_data("level", str(m_level)):
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if int(datas['lock']) == 1:
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count = count + 1
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return str(count)
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func name():
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return m_name
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func thumbnail():
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return m_thumb
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## PRIVATE
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func _get_name(datas):
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return str(_get_data(datas, 0))
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func _get_thumb(datas):
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return str(_get_data(datas, 1))
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@@ -1 +0,0 @@
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uid://dtjnnc3165bhc
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@@ -1,99 +0,0 @@
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extends "res://db/MBase.gd"
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var m_value = 0
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var m_lock = null
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var m_label = null
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var m_label_counter = null
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var m_tick_reference = 0
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var m_key = null
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var m_level = null
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var m_mesh = null
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var m_counter = null
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var m_row_id = null
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const LOCK_ID = 0
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const LABEL_ID = 1
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const KEY_ID = 2
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const LEVEL_ID = 3
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const MESH_ID = 4
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const LABEL_COUNTER = 5
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const COUNTER_ID = 6
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func _init(row_index):
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table = Global.database.get_table_by_name("scenes")
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m_row_id = row_index
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var datas = table.get_data_at_row_idx(m_row_id)
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if _get_level(datas) == Global.current_scene_int:
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m_key = _get_key(datas)
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m_lock = _get_lock(datas)
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m_label = _get_label(datas)
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m_label_counter = _get_label_counter(datas)
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m_mesh = _get_mesh(datas)
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m_counter = _get_counter(datas)
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func key():
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return m_key
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func label():
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return m_label
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func label_counter():
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return m_label_counter
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func lock():
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return m_lock
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func set_lock(p_value):
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m_lock = _set_data(LOCK_ID, m_row_id, p_value)
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func mesh():
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return m_mesh
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func tween():
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return m_mesh + "/Tween"
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func set_mesh(p_value):
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m_mesh = p_value
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func tick_reference():
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return m_tick_reference
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func set_tick_reference(p_value):
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m_tick_reference = p_value
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func value():
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return m_value
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func set_value(p_value):
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m_value = p_value
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func audio_sound():
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var stream = load("res://assets/sounds/objects/" + label() + ".ogg")
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stream.set_loop(false)
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return stream
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func counter():
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return m_counter
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## PRIVATE
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func _get_lock(datas):
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return bool(int(_get_data(datas, LOCK_ID)))
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func _get_label(datas):
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return str(_get_data(datas, LABEL_ID))
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func _get_key(datas):
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return str(_get_data(datas, KEY_ID))
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func _get_level(datas):
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return int(_get_data(datas, LEVEL_ID))
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func _get_mesh(datas):
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return "HiddenObjectsItems/" + str(_get_data(datas, MESH_ID))
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func _get_label_counter(datas):
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return str(_get_data(datas, LABEL_COUNTER))
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func _get_counter(datas):
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return int(_get_data(datas, COUNTER_ID))
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@@ -1 +0,0 @@
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uid://cntdl3tocn0tv
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@@ -1,70 +0,0 @@
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extends "res://db/MBase.gd"
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var m_langue = null
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var m_gyroscope = null
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var m_ambient_sound = null
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var m_resolution = null
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var m_fullscreen = null
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var m_version = null
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const ROW_ID = 0
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const LANGUE_ID = 0
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const GYRSOCPE_ID = 1
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const AMBIENT_SOUND = 2
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const RESOLUTION = 3
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const FULLSCREEN = 4
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const VERSION = 5
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func _init():
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table = Global.database.get_table_by_name("settings")
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var datas = table.get_data_at_row_idx(ROW_ID)
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m_langue = _get_data(datas, LANGUE_ID)
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m_gyroscope = _get_data(datas, GYRSOCPE_ID)
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m_ambient_sound = _get_data(datas, AMBIENT_SOUND)
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m_resolution = _get_data(datas, RESOLUTION)
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m_fullscreen = _get_data(datas, FULLSCREEN)
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m_version = _get_data(datas, VERSION)
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func get_langue():
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return int(m_langue)
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func get_gyroscope():
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return bool(int(m_gyroscope))
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func get_ambient_sound():
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return bool(int(m_ambient_sound))
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func get_resolution():
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return m_resolution.split(" x ")
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func get_fullscreen():
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return bool(int(m_fullscreen))
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func get_version():
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return "v" + str(m_version)
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func set_langue(value):
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m_langue = _set_data(LANGUE_ID, ROW_ID, value)
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return get_langue()
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func set_gyroscope(value):
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m_gyroscope = _set_data(GYRSOCPE_ID, ROW_ID, value)
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return get_gyroscope()
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func set_ambient_sound(value):
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m_ambient_sound = _set_data(AMBIENT_SOUND, ROW_ID, value)
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return get_ambient_sound()
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func set_resolution(value):
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m_resolution = _set_data(RESOLUTION, ROW_ID, value)
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return get_resolution()
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func set_fullscreen(value):
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m_fullscreen = _set_data(FULLSCREEN, ROW_ID, value)
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return get_fullscreen()
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@@ -1 +0,0 @@
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uid://bf50wtagbmftd
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@@ -0,0 +1,22 @@
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class_name LevelEntry extends Resource
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# A single row from the 'levels' table of ahog.json.
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@export var index: int = -1
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@export var name: String = ""
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@export var thumb: String = ""
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func object_to_find() -> String:
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return str(Global.database.scenes_for_level(index).size())
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func object_finding() -> String:
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var count := 0
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for s in Global.database.scenes_for_level(index):
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if s.lock:
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count += 1
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return str(count)
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func reset() -> void:
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for s in Global.database.scenes_for_level(index):
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s.lock = false
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Global.database.save()
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@@ -0,0 +1 @@
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uid://dp7cvr2c75gj5
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@@ -0,0 +1,25 @@
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class_name SceneEntry extends Resource
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# A single hidden-object row from the 'scenes' table of ahog.json.
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@export var lock: bool = false
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@export var label: String = ""
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@export var key: String = ""
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@export var level: int = -1
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@export var mesh: String = ""
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@export var label_counter: String = ""
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@export var counter: int = 1
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# Runtime-only state for the dissolve animation tracker (not persisted).
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var dissolve_value: float = 0.0
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var dissolve_tick_reference: int = 0
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var dissolved: bool = false
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func mesh_path() -> String:
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return "HiddenObjectsItems/" + mesh
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func audio_sound() -> AudioStream:
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var stream: AudioStream = load("res://assets/sounds/objects/%s.ogg" % label)
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if stream is AudioStreamOggVorbis:
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stream.loop = false
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return stream
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@@ -0,0 +1 @@
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uid://ciro4yspcb6bi
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@@ -0,0 +1,13 @@
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class_name SettingsData extends Resource
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# Single-row 'settings' table from ahog.json.
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@export var langue: int = 0
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@export var gyroscope: bool = false
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@export var ambient_sound: bool = false
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@export var resolution: String = "1280 x 720"
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@export var fullscreen: bool = false
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@export var version: String = "1.0.0"
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func resolution_split() -> PackedStringArray:
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return resolution.split(" x ")
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@@ -0,0 +1 @@
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uid://dbgb8gs3fddt0
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+15
-21
@@ -4,55 +4,49 @@ extends Node
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@export var setting: PackedScene = load("res://scenes/UI/settings/Settings.tscn")
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@export var choose_scene: PackedScene = load("res://scenes/UI/choose_scenes/ChooseScene.tscn")
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@onready var current_scene = "title"
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@onready var stream_button = preload("res://assets/sounds/click-button.ogg")
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@onready var home = $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/CenterContainer/TextureRect
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@onready var stream_button: AudioStream = preload("res://assets/sounds/click-button.ogg")
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@onready var home: TextureButton = $MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/CenterContainer/TextureRect
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func _ready():
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func _ready() -> void:
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_translation()
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home.set_focus_mode(2)
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home.focus_mode = Control.FOCUS_ALL
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home.grab_focus()
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_apply_scene(title)
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_configure_sound()
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func _configure_sound():
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stream_button.set_loop(false)
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func _configure_sound() -> void:
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if stream_button is AudioStreamOggVorbis:
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stream_button.loop = false
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$MarginContainer/HBoxContainer/UI_summary/ClickButton.stream = stream_button
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## PRIVATE
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func _translation():
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func _translation() -> void:
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$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonPuzzle/Label.text = tr("MAIN_BUTTON_PUZZLES")
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$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonSetting/Label.text = tr("MAIN_BUTTON_SETTINGS")
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$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ButtonQuit/Label.text = tr("MAIN_BUTTON_QUIT")
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$MarginContainer/HBoxContainer/UI_summary/PanelWood/VBoxContainer/ContainerVersion/LabelVersion.text = Setting.get_setting_version()
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func _apply_scene(actual_scene):
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var node = get_node("MarginContainer/HBoxContainer/MarginContainer/")
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func _apply_scene(actual_scene: PackedScene) -> void:
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var node := get_node("MarginContainer/HBoxContainer/MarginContainer/")
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if node.get_child_count() != 0:
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node.get_child(0).queue_free()
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node.add_child(actual_scene.instantiate())
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# Load scene for select game
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func _on_ButtonPuzzle_pressed():
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func _on_ButtonPuzzle_pressed() -> void:
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_sound_button()
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_apply_scene(choose_scene)
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# Load scene settings
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func _on_ButtonSetting_pressed():
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func _on_ButtonSetting_pressed() -> void:
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_sound_button()
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_apply_scene(setting)
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# Click to icon game
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func _on_TextureRect_pressed():
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func _on_TextureRect_pressed() -> void:
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_sound_button()
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_apply_scene(title)
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# Quit the game
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func _on_ButtonQuit_pressed():
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func _on_ButtonQuit_pressed() -> void:
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_sound_button()
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get_tree().quit(0)
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func _sound_button():
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func _sound_button() -> void:
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$MarginContainer/HBoxContainer/UI_summary/ClickButton.play()
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@@ -2,68 +2,57 @@ extends Control
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@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
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func _ready():
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_load_button_access_scenes()
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func _ready() -> void:
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for level in Global.database.levels:
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_apply_scene(level)
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## PRIVATE
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func _load_button_access_scenes():
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for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
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_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
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func _apply_scene(level, index):
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$MarginContainer.add_child(_load_scene(level.name()))
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var node = _build_path(level.name())
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func _apply_scene(level: LevelEntry) -> void:
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$MarginContainer.add_child(_load_scene(level.name))
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var node := _build_path(level.name)
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_configure_select(level, node)
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configure_reset(level, node, index, false)
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configure_reset(level, node, false)
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configure_counter(level, node)
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func _load_scene(p_name):
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var template_instance = template.instantiate()
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func _load_scene(p_name: String) -> Node:
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var template_instance := template.instantiate()
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template_instance.set_name(p_name)
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return template_instance
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func _build_path(p_name):
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func _build_path(p_name: String) -> String:
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return "MarginContainer/" + p_name
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func _load_texture(thumbnail):
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return load(thumbnail)
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func _configure_select(level, node):
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var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
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var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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thumbnail.set_texture(_load_texture(level.thumbnail()))
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var handler = Event.level_pressed(level.name())
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func _configure_select(level: LevelEntry, node: String) -> void:
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var selector := get_node(node + "/MarginContainer/CenterAlign/MainButton")
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var thumbnail: TextureRect = get_node(node + "/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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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()
|
||||
|
||||
@@ -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")
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends Control
|
||||
|
||||
func _ready():
|
||||
func _ready() -> void:
|
||||
get_node("LabelLoading").text = tr("LOADING")
|
||||
|
||||
@@ -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)
|
||||
|
||||
+108
-127
@@ -1,79 +1,65 @@
|
||||
extends Node3D
|
||||
|
||||
const TIME_MAX = 3000 # msec
|
||||
const GYROSCOPE_MAX_DIFF = 0.5
|
||||
const OFFSET_CAMERA_MAX = 0.12
|
||||
const OFFSET_STEP_CHANGE = 0.01
|
||||
const RAY_LENGTH = 1000
|
||||
const TIME_MAX := 3000 # msec
|
||||
const GYROSCOPE_MAX_DIFF := 0.5
|
||||
const OFFSET_CAMERA_MAX := 0.12
|
||||
const OFFSET_STEP_CHANGE := 0.01
|
||||
const RAY_LENGTH := 1000
|
||||
|
||||
@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
|
||||
@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
|
||||
@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
|
||||
|
||||
@onready var gyroscope_value_old = Vector3(0, 0, 0)
|
||||
@onready var table = Global.database.get_table_by_name("scenes")
|
||||
@onready var meshes = {}
|
||||
@onready var from = null
|
||||
@onready var to = null
|
||||
@onready var mlevel = load("res://db/MLevel.gd")
|
||||
@onready var mscene = load("res://db/MScene.gd")
|
||||
@onready var victory_condition = 0
|
||||
@onready var victory_progress = 0
|
||||
@onready var last_button = null
|
||||
@onready var animation_player = null
|
||||
var gyroscope_value_old := Vector3(0, 0, 0)
|
||||
var meshes: Dictionary[String, SceneEntry] = {}
|
||||
var from = null
|
||||
var to = null
|
||||
var victory_condition: String = "0"
|
||||
var victory_progress: String = "0"
|
||||
var last_button: Node = null
|
||||
|
||||
func _ready():
|
||||
_load_translations()
|
||||
func _ready() -> void:
|
||||
_load_meshes()
|
||||
_load_back_button()
|
||||
_load_prepare_victory_condition()
|
||||
_load_hud_menu()
|
||||
_load_ambient_sound()
|
||||
|
||||
func _load_translations():
|
||||
pass
|
||||
func _load_meshes() -> void:
|
||||
for scene in Global.database.scenes_for_level(Global.current_scene_int):
|
||||
meshes[scene.key] = scene
|
||||
create_dissolve_mesh(scene.key)
|
||||
|
||||
func _load_meshes():
|
||||
var scene_detail = null
|
||||
|
||||
for row_index in range(0, table.m_rows_count):
|
||||
scene_detail = mscene.new(row_index)
|
||||
|
||||
if scene_detail.key() != null:
|
||||
meshes[scene_detail.key()] = scene_detail
|
||||
create_dissolve_mesh(scene_detail.key())
|
||||
|
||||
func _load_back_button():
|
||||
func _load_back_button() -> void:
|
||||
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
|
||||
|
||||
func _load_prepare_victory_condition():
|
||||
var level = mlevel.new(Global.current_scene_int)
|
||||
|
||||
func _load_prepare_victory_condition() -> void:
|
||||
var level := Global.database.level_by_index(Global.current_scene_int)
|
||||
if level == null:
|
||||
return
|
||||
victory_condition = level.object_to_find()
|
||||
victory_progress = level.object_finding()
|
||||
|
||||
func _load_hud_menu():
|
||||
var counter = 0
|
||||
var scene = null
|
||||
var label_counter = null
|
||||
|
||||
func _load_hud_menu() -> void:
|
||||
var counter := 0
|
||||
var label_counter: String = ""
|
||||
for key in meshes:
|
||||
scene = meshes[key]
|
||||
var scene: SceneEntry = meshes[key]
|
||||
_create_button_info(scene, counter, label_counter)
|
||||
label_counter = scene.label_counter()
|
||||
counter = counter + 1
|
||||
label_counter = scene.label_counter
|
||||
counter += 1
|
||||
|
||||
func _load_ambient_sound():
|
||||
func _load_ambient_sound() -> void:
|
||||
if Setting.get_setting_ambient_sound():
|
||||
$AmbientSound.play()
|
||||
$AmbientSound.stream_paused = false
|
||||
|
||||
func _create_button_info(scene, counter, label_counter):
|
||||
var button = _search_button_to_use(counter)
|
||||
var label_name = scene.label()
|
||||
func _create_button_info(scene: SceneEntry, counter: int, label_counter: String) -> void:
|
||||
var button := _search_button_to_use(counter)
|
||||
var label_name := scene.label
|
||||
|
||||
if label_counter != null and label_counter == scene.label_counter():
|
||||
label_name = last_button.get_node("Label").text + " " + str(scene.counter())
|
||||
if label_counter != "" and label_counter == scene.label_counter:
|
||||
label_name = last_button.get_node("Label").text + " " + str(scene.counter)
|
||||
_configure_button_object(last_button, scene, label_name)
|
||||
_create_animation_warning(_get_node_animated().get_node("Label"), label_name)
|
||||
else:
|
||||
@@ -83,194 +69,189 @@ func _create_button_info(scene, counter, label_counter):
|
||||
|
||||
last_button = button
|
||||
|
||||
func _get_node_animated():
|
||||
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
|
||||
func _get_node_animated() -> Node:
|
||||
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1)
|
||||
|
||||
func _search_button_to_use(counter):
|
||||
func _search_button_to_use(counter: int) -> Node:
|
||||
if counter == 0:
|
||||
return object_first.instantiate()
|
||||
elif counter == meshes.size() - 1:
|
||||
return object_last.instantiate()
|
||||
else:
|
||||
return object_std.instantiate()
|
||||
|
||||
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()
|
||||
|
||||
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
|
||||
|
||||
if expression.execute([gyroscope], self):
|
||||
return true
|
||||
else:
|
||||
return false
|
||||
else:
|
||||
func _action_gyroscope(action: String, gyroscope: Vector3) -> bool:
|
||||
if not Setting.get_setting_gyrosocpe():
|
||||
return false
|
||||
var expression := Expression.new()
|
||||
expression.parse("_gyroscope_changed_" + action + "(gyroscope)", ["gyroscope"])
|
||||
return bool(expression.execute([gyroscope], self))
|
||||
|
||||
func _gyroscope_changed_left(gyroscope):
|
||||
func _gyroscope_changed_left(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.y < gyroscope_value_old.y
|
||||
|
||||
func _gyroscope_changed_right(gyroscope):
|
||||
func _gyroscope_changed_right(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.y > gyroscope_value_old.y
|
||||
|
||||
func _gyroscope_changed_down(gyroscope):
|
||||
func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.z > gyroscope_value_old.z or \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.x > gyroscope_value_old.x
|
||||
|
||||
func _gyroscope_changed_up(gyroscope):
|
||||
func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
|
||||
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.z < gyroscope_value_old.z or \
|
||||
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
|
||||
gyroscope.x < gyroscope_value_old.x
|
||||
|
||||
func _start_dissolve(key):
|
||||
if bool(meshes[key].lock()) == false:
|
||||
meshes[key].set_lock(int(true))
|
||||
$ObjectFind.stream = meshes[key].audio_sound()
|
||||
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
@@ -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
@@ -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
@@ -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
@@ -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