Migrate to Godot 4 #1

Merged
darknight merged 27 commits from feature/godot-migration into main 2026-05-17 21:32:26 +02:00
3 changed files with 10 additions and 10 deletions
Showing only changes of commit 238fccef95 - Show all commits
+1 -1
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@@ -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
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@@ -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
View File
@@ -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()