Migrate to Godot 4 #1

Merged
darknight merged 27 commits from feature/godot-migration into main 2026-05-17 21:32:26 +02:00
22 changed files with 93 additions and 93 deletions
Showing only changes of commit 60d9f614ee - Show all commits
-2
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@@ -26,8 +26,6 @@ config/windows_native_icon="res://releases/windows/project.ico"
Loading="*res://scenes/UI/loading/Loading.tscn"
Global="*res://scripts/Global.gd"
Setting="*res://scripts/Setting.gd"
Event="*res://scripts/Event.gd"
GlobalAnimation="*res://scripts/Animation.gd"
[display]
+6 -7
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@@ -27,9 +27,6 @@ func _load_scene(p_name):
func _build_path(p_name):
return "MarginContainer/" + p_name
func _build_method(p_name):
return "_on_" + p_name.to_lower() + "_pressed"
func _load_texture(thumbnail):
return load(thumbnail)
@@ -38,7 +35,9 @@ func _configure_select(level, node):
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.set_texture(_load_texture(level.thumbnail()))
selector.connect("pressed", Callable(Event, _build_method(level.name())))
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")
@@ -55,14 +54,14 @@ func _configure_reset_disable(animation, reset, animate = false):
reset.set_disabled(true)
reset.set_default_cursor_shape(CURSOR_ARROW)
if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
for c in reset.pressed.get_connections():
reset.pressed.disconnect(c["callable"])
func _configure_reset_enable(animation, reset, level, node, index):
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
reset.pressed.connect(Event._on_reset_level.bind(level, node, index, self))
func configure_counter(level, node):
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
+4 -4
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@@ -44,7 +44,7 @@ func _load_meshes():
create_dissolve_mesh(scene_detail.key())
func _load_back_button():
var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
func _load_prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
@@ -102,10 +102,10 @@ func _configure_button_object(button, scene, label):
button.set_meta("counted", 0)
func _create_animation_slide(node, p_name):
_add_animation_to_player(p_name, GlobalAnimation.level_hud_slide(node))
_add_animation_to_player(p_name, GameAnimation.level_hud_slide(node))
func _create_animation_warning(node, p_name):
_add_animation_to_player(p_name, GlobalAnimation.level_hud_warning(node))
_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
@@ -139,7 +139,7 @@ func _check_dissolve_mesh():
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(Time.get_ticks_msec())
_node_object_list(key)
GlobalAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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)
-43
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@@ -1,43 +0,0 @@
extends Node
var current_material = null
func level_hud_slide(node):
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_BEZIER)
var node_element = str(node.get_path()) + ":position:x"
animation.track_set_path(track_index, node_element)
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
return animation
func level_hud_warning(node):
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_BEZIER)
var node_element = str(node.get_path()) + ":position:x"
animation.track_set_path(track_index, node_element)
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
return animation
func start_dissolve(node, material):
if material == null:
return
current_material = material
var tween = node.create_tween()
tween.tween_method(animate_dissolve, 0.0, 1.0, 1.5) \
.set_trans(Tween.TRANS_LINEAR) \
.set_ease(Tween.EASE_IN_OUT)
func animate_dissolve(progress: float) -> void:
if current_material == null:
return
current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
-1
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@@ -1 +0,0 @@
uid://cgxvdwn0bwwtp
-33
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@@ -1,33 +0,0 @@
extends Node
## Events for loading scene
####
func _loading_is_started(_anim_name):
print("[Event#_loading_is_started]")
Global.loaded = false
func _loading_is_finished(_anim_name):
print("[Evenst#_loading_is_finished]")
Global.loaded = true
# Events for load scene level
####
func _on_warcraft_pressed():
Global.current_scene_int = 0
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
func _on_home_pressed():
Global.current_scene_int = 1
Global.goto_scene("res://scenes/levels/home/Home.tscn")
func _on_reset_level(level, node, index, parent):
Global.current_scene_int = index
level.reset()
parent.configure_reset(level, node, index, true)
parent.configure_counter(level, node)
Global.current_scene_int = null
# Events for back to main scene
####
func _on_main_scene_pressed():
Global.goto_scene("res://scenes/Main.tscn")
-1
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@@ -1 +0,0 @@
uid://besfv1ymjgw81
+2 -2
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@@ -16,8 +16,8 @@ func _ready():
_initialize_loading_scene()
func _initialize_loading_scene():
animation.connect("animation_started", Callable(Event, "_loading_is_started"))
animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
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))
+42
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@@ -0,0 +1,42 @@
class_name Event
# UI event handlers, namespaced as static methods so they can be wired
# directly from anywhere without an autoload.
#
# button.pressed.connect(Event._on_main_scene_pressed)
#
# Per-level dispatch goes through `level_pressed(name)` which maps the level
# name to the appropriate handler.
static func _loading_is_started(_anim_name: StringName) -> void:
Global.loaded = false
static func _loading_is_finished(_anim_name: StringName) -> void:
Global.loaded = true
static func _on_warcraft_pressed() -> void:
Global.current_scene_int = 0
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
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:
Global.current_scene_int = index
level.reset()
parent.configure_reset(level, node, index, true)
parent.configure_counter(level, node)
Global.current_scene_int = null
static func _on_main_scene_pressed() -> void:
Global.goto_scene("res://scenes/Main.tscn")
# Returns the press handler for a level by name (used by ChooseScene to wire
# the dynamic level-select buttons). Returns Callable() if unknown.
static func level_pressed(name: String) -> Callable:
match name.to_lower():
"warcraft": return _on_warcraft_pressed
"home": return _on_home_pressed
push_warning("Event.level_pressed: no handler for level '%s'" % name)
return Callable()
+1
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@@ -0,0 +1 @@
uid://blq7ojhkgitwj
+37
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@@ -0,0 +1,37 @@
class_name GameAnimation
# Helpers for HUD slide/warning animations and the per-item dissolve effect.
# Pure functions — no state — so no autoload is needed.
static func level_hud_slide(node: Node) -> Animation:
var animation := Animation.new()
var track_index := animation.add_track(Animation.TYPE_BEZIER)
animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
return animation
static func level_hud_warning(node: Node) -> Animation:
var animation := Animation.new()
var track_index := animation.add_track(Animation.TYPE_BEZIER)
animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
return animation
# Captures `material` in the tween callback so no shared mutable state is
# needed (replaces the old `current_material` member from the autoload).
static func start_dissolve(node: Node, material: ShaderMaterial) -> void:
if material == null:
return
var tween := node.create_tween()
tween.tween_method(
func(progress: float) -> void:
material.set_shader_parameter("dissolve_amount", ease(progress, 0.4)),
0.0, 1.0, 1.5) \
.set_trans(Tween.TRANS_LINEAR) \
.set_ease(Tween.EASE_IN_OUT)
+1
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@@ -0,0 +1 @@
uid://dtpgm3o6wdmju