Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 238fccef95 | |||
| e883d662f2 | |||
| 410c135870 |
@@ -0,0 +1,67 @@
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# Gitea Actions CI
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Workflow defined in [`build.yml`](./build.yml). Triggered on push / PR to
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`dev` and `main`, or manually via `workflow_dispatch`.
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## Jobs
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| Job | Image | Role |
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|----------------------|-----------------------------|------------------------------------------------------------------------------------------|
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| `validate` | `barichello/godot-ci:4.6` | `godot --headless --import` then grep for `SCRIPT ERROR` / `Parse Error`. Uploads `.godot/` cache. |
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| `lint` | `ubuntu-latest` (Python) | `gdlint scripts db scenes` via `gdtoolkit==4.*` (Scony). Parallel to `validate`; does not gate exports yet. |
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| `export-desktop` | `barichello/godot-ci:4.6` | Matrix: Windows / Linux / macOS. Reuses the import cache, uploads each binary as artifact. |
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| `export-android` | `barichello/godot-ci:4.6` + JDK 17 + Android SDK installed at runtime | Provisions keystore, writes `editor_settings-4.tres` with SDK / JDK paths, exports APK. |
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Artifacts are kept 14 days, accessible from the Gitea run page.
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## Prerequisites before the first successful run
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1. **Docker image tag** — verify `barichello/godot-ci:4.6` exists on Docker
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Hub. Otherwise adjust `GODOT_IMAGE` (common alternatives: `4.3`, `4.4`).
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2. **macOS preset missing** — add it in Godot Editor → Project → Export →
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Add → macOS, name it exactly `macOS` (or change the matrix entry). The
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`.zip` will be unsigned; on Mac it needs
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`xattr -dr com.apple.quarantine` to launch.
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3. **`Linux/X11Debug` preset** — Godot-3-era name. Reopen the project in
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Godot 4 once and re-save the preset (the editor may rename it). Update
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the matrix `preset:` field accordingly if it does.
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4. **Gitea runner** — must support Docker containers (`act_runner` in
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`docker` mode, or `host` mode with Docker installed). Check
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`act_runner exec` access to Docker Hub.
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5. **Optional secret** `ANDROID_KEYSTORE_BASE64` — `base64 -w0 debug.keystore`,
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stored as a Gitea repo secret. Without it, a throwaway keystore is
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generated per run, so the APK signature changes every build.
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## Linting
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`gdlint` (from Scony's `gdtoolkit`) runs in the `lint` job over `scripts/`,
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`db/`, and `scenes/`. `addons/` (third-party LOD plugin) and `developers/`
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(sandbox) are intentionally excluded.
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The job is **non-blocking** today — the export jobs only depend on
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`validate`, so a lint failure prints warnings but still produces binaries.
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Once the codebase is clean, switch the export jobs' `needs: validate` to
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`needs: [validate, lint]` to make lint a hard gate.
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Suppress specific rules per-line with `# gdlint: disable=<rule>` or
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project-wide with a `gdlintrc` file at the repo root (see
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[gdtoolkit docs](https://github.com/Scony/godot-gdscript-toolkit/wiki)).
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## Differences from the old `.drone.yml`
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- No more Drone, no more Butler — build only, artifacts downloadable from
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the Gitea UI.
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- GDScript validation step before export (didn't exist).
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- `.godot/` import cache shared between jobs (faster reruns).
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- Keystore via Gitea secret instead of a public pCloud link.
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- macOS target added (preset still to be created in Godot).
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- `master` / empty `ReleaseVersion` pipeline → replaced by triggers on
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`main` (release branch per `CLAUDE.md`).
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## Future: itch.io deploy via Butler
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|
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Not wired. When you want it back, add a `deploy-itch` job gated on tag
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|
push (`v*`) that downloads the artifacts and runs
|
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|
`butler push <dir> dev-crea/ahog:<channel>` with `BUTLER_API_KEY` from
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|
secrets. Channels used historically:
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`windows`, `linux`, `android`, `mac`.
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@@ -0,0 +1,192 @@
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name: Build Puzzle Quest
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on:
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push:
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branches: [dev, main]
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|
pull_request:
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branches: [dev, main]
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workflow_dispatch:
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env:
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GODOT_VERSION: "4.6"
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GODOT_IMAGE: "barichello/godot-ci:4.6"
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|
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jobs:
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|
# ---------------------------------------------------------------------------
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# 1. GDScript validation — parse every script and fail on errors / warnings.
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|
# ---------------------------------------------------------------------------
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|
validate:
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name: Validate GDScript
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runs-on: ubuntu-latest
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container:
|
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image: barichello/godot-ci:4.6
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steps:
|
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- uses: actions/checkout@v4
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|
|
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- name: Import project (parses every .gd / .tscn)
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run: |
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godot --headless --import 2>&1 | tee /tmp/godot-import.log || true
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- name: Fail on parse / script errors
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run: |
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if grep -qE "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log; then
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echo "::error::GDScript errors detected during import"
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grep -E "SCRIPT ERROR|Parse Error|ERROR: .*\.gd" /tmp/godot-import.log
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exit 1
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fi
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- name: Upload import cache
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uses: actions/upload-artifact@v3
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with:
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name: godot-import-cache
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path: .godot
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retention-days: 1
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# ---------------------------------------------------------------------------
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# 2. Static analysis — gdlint from Scony's gdtoolkit (Python, no Godot).
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# Runs in parallel with `validate`. Exports do NOT depend on this job,
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# so a lint failure does not block builds while the Godot-3 leftovers
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# are still being cleaned up. Once the tree is clean, add this job to
|
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# the `needs:` of the export jobs to make it a hard gate.
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|
# ---------------------------------------------------------------------------
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|
lint:
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name: Lint GDScript
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runs-on: ubuntu-latest
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|
steps:
|
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|
- uses: actions/checkout@v4
|
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|
|
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|
- name: Install gdtoolkit
|
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|
run: |
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|
python3 -m pip install --user "gdtoolkit==4.*"
|
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echo "$HOME/.local/bin" >> "$GITHUB_PATH"
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|
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- name: Run gdlint
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|
run: gdlint scripts db scenes
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|
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# ---------------------------------------------------------------------------
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|
# 3. Desktop exports (Windows / Linux / macOS) — runs in parallel.
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# macOS preset must be added in the Godot editor before this matrix entry
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|
# can succeed (export_presets.cfg currently has none).
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|
# ---------------------------------------------------------------------------
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|
export-desktop:
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name: Export ${{ matrix.platform }}
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needs: validate
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|
runs-on: ubuntu-latest
|
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|
container:
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image: barichello/godot-ci:4.6
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strategy:
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fail-fast: false
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matrix:
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include:
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- platform: Windows
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preset: WindowsDebug
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output: releases/windows/Puzzle-Quest.exe
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artifact_path: releases/windows
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- platform: Linux
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preset: Linux/X11Debug
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output: releases/linux/Puzzle-Quest.x86_64
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artifact_path: releases/linux
|
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- platform: macOS
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preset: macOS
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output: releases/macos/Puzzle-Quest.zip
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artifact_path: releases/macos
|
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steps:
|
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- uses: actions/checkout@v4
|
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|
|
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|
- name: Restore import cache
|
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uses: actions/download-artifact@v3
|
||||||
|
with:
|
||||||
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name: godot-import-cache
|
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path: .godot
|
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|
||||||
|
- name: Prepare output dir
|
||||||
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run: mkdir -p "${{ matrix.artifact_path }}"
|
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|
||||||
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- name: Export ${{ matrix.platform }}
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run: godot --headless --export-debug "${{ matrix.preset }}" "${{ matrix.output }}"
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- name: Upload artifact
|
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uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
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name: PuzzleQuest-${{ matrix.platform }}
|
||||||
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path: ${{ matrix.artifact_path }}
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||||||
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if-no-files-found: error
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retention-days: 14
|
||||||
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|
||||||
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# ---------------------------------------------------------------------------
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|
# 4. Android export — needs JDK + Android SDK on top of the Godot image.
|
||||||
|
# Provide ANDROID_KEYSTORE_BASE64 as a Gitea secret for a stable signature;
|
||||||
|
# otherwise a fresh debug keystore is generated on each run.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
export-android:
|
||||||
|
name: Export Android
|
||||||
|
needs: validate
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
container:
|
||||||
|
image: barichello/godot-ci:4.6
|
||||||
|
env:
|
||||||
|
ANDROID_HOME: /opt/android-sdk
|
||||||
|
JAVA_HOME: /usr/lib/jvm/java-17-openjdk-amd64
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
|
- name: Install JDK 17 + unzip
|
||||||
|
run: |
|
||||||
|
apt-get update
|
||||||
|
apt-get install -y --no-install-recommends openjdk-17-jdk wget unzip
|
||||||
|
|
||||||
|
- name: Install Android command-line tools + SDK
|
||||||
|
run: |
|
||||||
|
mkdir -p "$ANDROID_HOME/cmdline-tools"
|
||||||
|
wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip -O /tmp/cmdline.zip
|
||||||
|
unzip -q /tmp/cmdline.zip -d "$ANDROID_HOME/cmdline-tools"
|
||||||
|
mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest"
|
||||||
|
yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null
|
||||||
|
"$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
|
||||||
|
"platform-tools" "platforms;android-34" "build-tools;34.0.0" >/dev/null
|
||||||
|
|
||||||
|
- name: Provision debug keystore
|
||||||
|
env:
|
||||||
|
ANDROID_KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
|
||||||
|
run: |
|
||||||
|
if [ -n "$ANDROID_KEYSTORE_BASE64" ]; then
|
||||||
|
echo "$ANDROID_KEYSTORE_BASE64" | base64 -d > /root/debug.keystore
|
||||||
|
else
|
||||||
|
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android \
|
||||||
|
-keystore /root/debug.keystore -storepass android \
|
||||||
|
-dname "CN=Android Debug,O=Android,C=US" -validity 9999
|
||||||
|
fi
|
||||||
|
sed -i 's@keystore/debug=".*"@keystore/debug="/root/debug.keystore"@g' export_presets.cfg
|
||||||
|
|
||||||
|
- name: Write Godot editor settings (Android SDK / JDK paths)
|
||||||
|
run: |
|
||||||
|
mkdir -p ~/.config/godot
|
||||||
|
cat > ~/.config/godot/editor_settings-4.tres <<EOF
|
||||||
|
[gd_resource type="EditorSettings" format=3]
|
||||||
|
[resource]
|
||||||
|
export/android/android_sdk_path = "/opt/android-sdk"
|
||||||
|
export/android/java_sdk_path = "/usr/lib/jvm/java-17-openjdk-amd64"
|
||||||
|
export/android/debug_keystore = "/root/debug.keystore"
|
||||||
|
export/android/debug_keystore_user = "androiddebugkey"
|
||||||
|
export/android/debug_keystore_pass = "android"
|
||||||
|
EOF
|
||||||
|
|
||||||
|
- name: Restore import cache
|
||||||
|
uses: actions/download-artifact@v3
|
||||||
|
with:
|
||||||
|
name: godot-import-cache
|
||||||
|
path: .godot
|
||||||
|
|
||||||
|
- name: Prepare output dir
|
||||||
|
run: mkdir -p releases/android
|
||||||
|
|
||||||
|
- name: Export Android APK
|
||||||
|
run: godot --headless --export-debug "AndroidDebug" "releases/android/Puzzle-Quest.apk"
|
||||||
|
|
||||||
|
- name: Upload artifact
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: PuzzleQuest-Android
|
||||||
|
path: releases/android
|
||||||
|
if-no-files-found: error
|
||||||
|
retention-days: 14
|
||||||
@@ -149,10 +149,12 @@ re-author it with Godot 4's built-in `theme_override_constants/outline_size`
|
|||||||
|
|
||||||
## CI
|
## CI
|
||||||
|
|
||||||
Build pipeline is in `releases/.drone.yml`. The Docker images still pin
|
Gitea Actions workflow at `.gitea/workflows/build.yml`, documented in
|
||||||
`barichello/godot-ci:3.3.2` and a custom `devcrea/godot-ci:3.3.2-android`
|
`.gitea/workflows/README.md`. Three jobs: GDScript validation
|
||||||
— **bump these to a 4.x image** before relying on CI builds again. Butler
|
(`godot --headless --import` + error grep), desktop matrix
|
||||||
push targets `dev-crea/ahog:windows|android|linux|mac` on itch.io.
|
(Windows / Linux / macOS), and Android. Build only — no Butler / itch.io
|
||||||
|
deploy currently wired (channels used historically were
|
||||||
|
`dev-crea/ahog:windows|android|linux|mac`). Drone pipeline removed.
|
||||||
|
|
||||||
Branches: default `dev`, releases from `main`. Long-running migration work
|
Branches: default `dev`, releases from `main`. Long-running migration work
|
||||||
on `feature/godot-migration`.
|
on `feature/godot-migration`.
|
||||||
|
|||||||
@@ -1,5 +1,3 @@
|
|||||||
[](https://drone.dev-crea.com/Athena/game-source)
|
|
||||||
|
|
||||||
- Hidden Object
|
- Hidden Object
|
||||||
- Tips
|
- Tips
|
||||||
- Log on Android
|
- Log on Android
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
# gdtoolkit / gdlint config
|
||||||
|
# https://github.com/Scony/godot-gdscript-toolkit/wiki
|
||||||
|
|
||||||
|
# Godot $-paths and typed signatures push lines well past 100 cols routinely;
|
||||||
|
# 140 keeps the rule as a "no absurdly long line" safety net without forcing
|
||||||
|
# constant manual wrapping of node paths.
|
||||||
|
max-line-length: 140
|
||||||
@@ -1,134 +0,0 @@
|
|||||||
---
|
|
||||||
# Windows Development version
|
|
||||||
|
|
||||||
kind: pipeline
|
|
||||||
type: docker
|
|
||||||
name: WindowsDebugVersion
|
|
||||||
|
|
||||||
platform:
|
|
||||||
os: linux
|
|
||||||
arch: amd64
|
|
||||||
|
|
||||||
clone:
|
|
||||||
depth: 1
|
|
||||||
|
|
||||||
steps:
|
|
||||||
- name: WindowsDebug
|
|
||||||
image: barichello/godot-ci:3.3.2
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/windows
|
|
||||||
commands:
|
|
||||||
- godot --export "WindowsDebug" "releases/windows/Puzzle Quest.exe"
|
|
||||||
- name: WindowsDeploy
|
|
||||||
image: barichello/godot-ci:3.3.2
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/windows
|
|
||||||
environment:
|
|
||||||
BUTLER_API_KEY:
|
|
||||||
from_secret: BUTLER_API_KEY
|
|
||||||
commands:
|
|
||||||
- butler push --if-changed --ignore '.keep' "releases/windows" "dev-crea/ahog:windows"
|
|
||||||
|
|
||||||
trigger:
|
|
||||||
branch:
|
|
||||||
- dev
|
|
||||||
|
|
||||||
---
|
|
||||||
# Android Development version
|
|
||||||
|
|
||||||
kind: pipeline
|
|
||||||
type: docker
|
|
||||||
name: AndroidDebugVersion
|
|
||||||
|
|
||||||
platform:
|
|
||||||
os: linux
|
|
||||||
arch: amd64
|
|
||||||
|
|
||||||
clone:
|
|
||||||
depth: 1
|
|
||||||
|
|
||||||
steps:
|
|
||||||
- name: AndroidDebug
|
|
||||||
image: devcrea/godot-ci:3.3.2-android
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/android
|
|
||||||
commands:
|
|
||||||
- apt-get update
|
|
||||||
- apt-get install -y wget
|
|
||||||
- wget -O /root/debug.keystore https://u.pcloud.link/publink/show?code=XZD8dxXZSdXUyze6UHXxhssGJXHfUBI730Gk
|
|
||||||
- sed 's@keystore/debug=".*"@keystore/debug="'/root/debug.keystore'"@g' -i export_presets.cfg
|
|
||||||
# - sed 's@keystore/release_user=".*"@keystore/release_user="'$SECRET_RELEASE_KEYSTORE_USER'"@g' -i export_presets.cfg
|
|
||||||
# - sed 's@keystore/release_password=".*"@keystore/release_password="'$SECRET_RELEASE_KEYSTORE_PASSWORD'"@g' -i export_presets.cfg
|
|
||||||
- godot --export "AndroidDebug" "releases/android/Puzzle Quest.apk"
|
|
||||||
- name: AndroidDeploy
|
|
||||||
image: barichello/godot-ci:3.3.2
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/android
|
|
||||||
environment:
|
|
||||||
BUTLER_API_KEY:
|
|
||||||
from_secret: BUTLER_API_KEY
|
|
||||||
commands:
|
|
||||||
- butler push --if-changed --ignore '.keep' "releases/android" "dev-crea/ahog:android"
|
|
||||||
|
|
||||||
trigger:
|
|
||||||
branch:
|
|
||||||
- dev
|
|
||||||
|
|
||||||
---
|
|
||||||
# Linux Development version
|
|
||||||
|
|
||||||
kind: pipeline
|
|
||||||
type: docker
|
|
||||||
name: LinuxDebugVersion
|
|
||||||
|
|
||||||
platform:
|
|
||||||
os: linux
|
|
||||||
arch: amd64
|
|
||||||
|
|
||||||
clone:
|
|
||||||
depth: 1
|
|
||||||
|
|
||||||
steps:
|
|
||||||
- name: LinuxDebug
|
|
||||||
image: barichello/godot-ci:3.3.2
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/linux
|
|
||||||
commands:
|
|
||||||
- godot --export "Linux/X11Debug" "releases/linux/Puzzle Quest.x86_64"
|
|
||||||
- name: LinuxDeploy
|
|
||||||
image: barichello/godot-ci:3.3.2
|
|
||||||
volumes:
|
|
||||||
- name: binary
|
|
||||||
path: releases/linux
|
|
||||||
environment:
|
|
||||||
BUTLER_API_KEY:
|
|
||||||
from_secret: BUTLER_API_KEY
|
|
||||||
commands:
|
|
||||||
- butler push --if-changed --ignore '.keep' "releases/linux" "dev-crea/ahog:linux"
|
|
||||||
|
|
||||||
trigger:
|
|
||||||
branch:
|
|
||||||
- dev
|
|
||||||
|
|
||||||
---
|
|
||||||
# For Production version
|
|
||||||
|
|
||||||
kind: pipeline
|
|
||||||
type: docker
|
|
||||||
name: ReleaseVersion
|
|
||||||
|
|
||||||
platform:
|
|
||||||
os: linux
|
|
||||||
arch: amd64
|
|
||||||
|
|
||||||
clone:
|
|
||||||
depth: 1
|
|
||||||
|
|
||||||
trigger:
|
|
||||||
branch:
|
|
||||||
- master
|
|
||||||
@@ -75,7 +75,7 @@ func _get_node_animated() -> Node:
|
|||||||
func _search_button_to_use(counter: int) -> Node:
|
func _search_button_to_use(counter: int) -> Node:
|
||||||
if counter == 0:
|
if counter == 0:
|
||||||
return object_first.instantiate()
|
return object_first.instantiate()
|
||||||
elif counter == meshes.size() - 1:
|
if counter == meshes.size() - 1:
|
||||||
return object_last.instantiate()
|
return object_last.instantiate()
|
||||||
return object_std.instantiate()
|
return object_std.instantiate()
|
||||||
|
|
||||||
|
|||||||
+5
-5
@@ -9,11 +9,6 @@ extends Node
|
|||||||
# (per-scene lock state) persists across runs.
|
# (per-scene lock state) persists across runs.
|
||||||
|
|
||||||
class DB extends RefCounted:
|
class DB extends RefCounted:
|
||||||
var settings: SettingsData
|
|
||||||
var levels: Array[LevelEntry] = []
|
|
||||||
var scenes: Array[SceneEntry] = []
|
|
||||||
var _path: String
|
|
||||||
|
|
||||||
const _SETTINGS_PROPS := [
|
const _SETTINGS_PROPS := [
|
||||||
{"name": "langue", "type": "1", "auto_increment": "0"},
|
{"name": "langue", "type": "1", "auto_increment": "0"},
|
||||||
{"name": "gyroscope", "type": "0", "auto_increment": "0"},
|
{"name": "gyroscope", "type": "0", "auto_increment": "0"},
|
||||||
@@ -36,6 +31,11 @@ class DB extends RefCounted:
|
|||||||
{"name": "counter", "type": "1", "auto_increment": "0"},
|
{"name": "counter", "type": "1", "auto_increment": "0"},
|
||||||
]
|
]
|
||||||
|
|
||||||
|
var settings: SettingsData
|
||||||
|
var levels: Array[LevelEntry] = []
|
||||||
|
var scenes: Array[SceneEntry] = []
|
||||||
|
var _path: String
|
||||||
|
|
||||||
func _init(path: String) -> void:
|
func _init(path: String) -> void:
|
||||||
_path = path
|
_path = path
|
||||||
var f := FileAccess.open(path, FileAccess.READ)
|
var f := FileAccess.open(path, FileAccess.READ)
|
||||||
|
|||||||
+2
-2
@@ -2,8 +2,6 @@ extends Control
|
|||||||
|
|
||||||
# Application root: async scene loading + reference to the loaded Database.
|
# 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: Node = null
|
||||||
var current_scene_int: int = -1
|
var current_scene_int: int = -1
|
||||||
var wait_frames: int = 1
|
var wait_frames: int = 1
|
||||||
@@ -11,6 +9,8 @@ var database: RefCounted = null
|
|||||||
var loaded: bool = false
|
var loaded: bool = false
|
||||||
var _loading_path: String = ""
|
var _loading_path: String = ""
|
||||||
|
|
||||||
|
@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
database = load("res://scripts/Database.gd").new().initialize()
|
database = load("res://scripts/Database.gd").new().initialize()
|
||||||
_initialize_current_scene()
|
_initialize_current_scene()
|
||||||
|
|||||||
Reference in New Issue
Block a user