Migrate to Godot 4 #1
@@ -75,7 +75,7 @@ func _get_node_animated() -> Node:
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func _search_button_to_use(counter: int) -> Node:
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func _search_button_to_use(counter: int) -> Node:
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if counter == 0:
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if counter == 0:
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return object_first.instantiate()
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return object_first.instantiate()
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elif counter == meshes.size() - 1:
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if counter == meshes.size() - 1:
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return object_last.instantiate()
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return object_last.instantiate()
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return object_std.instantiate()
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return object_std.instantiate()
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@@ -184,13 +184,13 @@ func _gyroscope_changed_right(gyroscope: Vector3) -> bool:
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func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
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func _gyroscope_changed_down(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z > gyroscope_value_old.z or \
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gyroscope.z > gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x > gyroscope_value_old.x
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gyroscope.x > gyroscope_value_old.x
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func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
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func _gyroscope_changed_up(gyroscope: Vector3) -> bool:
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z < gyroscope_value_old.z or \
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gyroscope.z < gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x < gyroscope_value_old.x
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gyroscope.x < gyroscope_value_old.x
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func _start_dissolve(key: String) -> void:
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func _start_dissolve(key: String) -> void:
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+5
-5
@@ -9,11 +9,6 @@ extends Node
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# (per-scene lock state) persists across runs.
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# (per-scene lock state) persists across runs.
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class DB extends RefCounted:
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class DB extends RefCounted:
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var settings: SettingsData
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var levels: Array[LevelEntry] = []
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var scenes: Array[SceneEntry] = []
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var _path: String
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const _SETTINGS_PROPS := [
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const _SETTINGS_PROPS := [
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{"name": "langue", "type": "1", "auto_increment": "0"},
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{"name": "langue", "type": "1", "auto_increment": "0"},
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{"name": "gyroscope", "type": "0", "auto_increment": "0"},
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{"name": "gyroscope", "type": "0", "auto_increment": "0"},
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@@ -36,6 +31,11 @@ class DB extends RefCounted:
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{"name": "counter", "type": "1", "auto_increment": "0"},
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{"name": "counter", "type": "1", "auto_increment": "0"},
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]
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]
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var settings: SettingsData
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var levels: Array[LevelEntry] = []
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var scenes: Array[SceneEntry] = []
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var _path: String
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func _init(path: String) -> void:
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func _init(path: String) -> void:
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_path = path
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_path = path
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var f := FileAccess.open(path, FileAccess.READ)
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var f := FileAccess.open(path, FileAccess.READ)
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+2
-2
@@ -2,8 +2,6 @@ extends Control
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# Application root: async scene loading + reference to the loaded Database.
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# Application root: async scene loading + reference to the loaded Database.
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@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
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var current_scene: Node = null
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var current_scene: Node = null
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var current_scene_int: int = -1
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var current_scene_int: int = -1
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var wait_frames: int = 1
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var wait_frames: int = 1
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@@ -11,6 +9,8 @@ var database: RefCounted = null
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var loaded: bool = false
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var loaded: bool = false
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var _loading_path: String = ""
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var _loading_path: String = ""
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@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
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func _ready() -> void:
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func _ready() -> void:
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database = load("res://scripts/Database.gd").new().initialize()
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_current_scene()
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