extends Spatial 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 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 func _ready(): _load_translations() _load_meshes() _prepare_victory_condition() func _prepare_victory_condition(): var level = mlevel.new(Global.current_scene_int) victory_condition = level.object_to_find() victory_progress = level.object_finding() func _process(_delta): _check_dissolve_mesh() _check_change_angle_camera() _check_victory_condition() func _check_dissolve_mesh(): # Event dissolve in object searched by gamer for key in meshes: if bool(meshes[key].lock()) == true and meshes[key].mesh() != null: if meshes[key].tick_reference() == 0: meshes[key].set_tick_reference(OS.get_ticks_msec()) _node_object_list(key) if OS.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX: meshes[key].set_value(meshes[key].value() + 0.01) _node_to_mesh(key).get_surface_material(0).set("shader_param/dissolve_amount", meshes[key].value()) 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 _check_change_angle_camera(): var camera = $"Main Camera" 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 Camera".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 Camera".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 Camera".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 Camera".v_offset += OFFSET_STEP_CHANGE gyroscope_value_old = gyroscope func _action_pressed(action): 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: return false func _gyroscope_changed_left(gyroscope): return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y < gyroscope_value_old.y func _gyroscope_changed_right(gyroscope): return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y > gyroscope_value_old.y func _gyroscope_changed_down(gyroscope): 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): 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() $ObjectFind.play() func _check_victory_condition(): if victory_condition == victory_progress: print("[levels#_check_victory_condition] \\o/") Global.goto_scene("res://scenes/UI/ending.tscn") func _node_to_mesh(key): return get_node(meshes[key].mesh()) func _node_to_area(key): return get_node(meshes[key].mesh()+"/Area") func _node_object_list(key): for child in $ListObjects/ListContainer.get_children(): if child.get_meta("name") == meshes[key].label(): child.set_meta("counted", child.get_meta("counted") + 1) if child.get_meta("counter") == child.get_meta("counted"): child.visible = false else: var diff = child.get_meta("counter") - child.get_meta("counted") var txt = child.get_meta("name") if diff != 1: txt = txt + " " + String(diff) child.get_node("Label").set_text(txt) func _load_translations(): pass 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 func _input(event): if event is InputEventMouseButton or event is InputEventScreenTouch: var camera = $"Main Camera" 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().direct_space_state if from != null and to != null: _check_collider(space_state) func _check_collider(space_state): var result = space_state.intersect_ray(from, to, [], 1, false, true) from = null to = null if result.has("collider"): var node = result["collider"].get_parent() if node != null: _start_dissolve(node.name)