extends Node3D 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 @export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn") @export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn") @export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn") @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 @onready var last_button = null @onready var animation_player = null func _ready(): _load_translations() _load_meshes() _load_back_button() _load_prepare_victory_condition() _load_hud_menu() _load_ambient_sound() 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 create_dissolve_mesh(scene_detail.key()) func _load_back_button(): var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed")) func _load_prepare_victory_condition(): var level = mlevel.new(Global.current_scene_int) victory_condition = level.object_to_find() victory_progress = level.object_finding() func _load_hud_menu(): var counter = 0 var scene = null var label_counter = null for key in meshes: scene = meshes[key] _create_button_info(scene, counter, label_counter) label_counter = scene.label_counter() counter = counter + 1 func _load_ambient_sound(): if Setting.get_setting_ambient_sound(): $AmbientSound.play() $AmbientSound.stream_paused = false func _create_button_info(scene, counter, label_counter): var button = _search_button_to_use(counter) var name = scene.label() if label_counter != null and label_counter == scene.label_counter(): name = last_button.get_node("Label").text + " " + str(scene.counter()) _configure_button_object(last_button, scene, name) _create_animation_warning(_get_node_animated().get_node("Label"), name) else: $ListObjects/ListContainer.add_child(button) _configure_button_object(button, scene, name) _create_animation_slide(_get_node_animated(), name) last_button = button func _get_node_animated(): return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 ) func _search_button_to_use(counter): if counter == 0: return object_first.instantiate() elif counter == meshes.size() - 1: return object_last.instantiate() else: return object_std.instantiate() func _configure_button_object(button, scene, label): button.get_node("Label").set_text(label) button.set_meta("animation", label) button.set_meta("name", scene.label()) button.set_meta("counter", scene.counter()) button.set_meta("counted", 0) func _create_animation_slide(node, name): _add_animation_to_player(name, GlobalAnimation.level_hud_slide(node)) func _create_animation_warning(node, name): _add_animation_to_player(name, GlobalAnimation.level_hud_warning(node)) func _add_animation_to_player(name: String, anim: Animation) -> void: var player = $ListObjects/AnimationPlayer var lib = player.get_animation_library("") if lib == null: lib = AnimationLibrary.new() player.add_animation_library("", lib) lib.add_animation(name, anim) func _process(_delta): _check_dissolve_mesh() _check_change_angle_camera() _check_victory_condition() func create_dissolve_mesh(key): var mesh = _node_to_mesh(key) if mesh == null: return var material = mesh.get_active_material(0) if material == null: return material.set_shader_parameter("dissolve_amount", 0.0) 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: var mesh = _node_to_mesh(key) if mesh == null: continue 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)) if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX: meshes[key].set_value(meshes[key].value() + 0.01) 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 = $"MainCamera" 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 Camera3D".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 Camera3D".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 Camera3D".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 Camera3D".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/\\o/ \\o/ \\o/ \\o/\\o/") print("[levels#_check_victory_condition] Win !!") Global.goto_scene("res://scenes/UI/ending/Ending.tscn") func _node_to_mesh(key): return get_node_or_null(meshes[key].mesh()) func _node_to_area(key): return get_node_or_null(meshes[key].mesh() + "/Area3D") func _node_object_list(key): var animation_played = null var name = null for child in $ListObjects/ListContainer.get_children(): if child.has_meta("name"): 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"): animation_played = child.get_meta("name") else: var diff = child.get_meta("counter") - child.get_meta("counted") var txt = child.get_meta("name") if diff != 1: txt = txt + " " + str(diff) animation_played = child.get_meta("animation") child.get_node("Label").set_text(txt) $ListObjects/AnimationPlayer.queue(animation_played) func _input(event): if event is InputEventMouseButton or event is InputEventScreenTouch: var camera = $"MainCamera" 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_3d().direct_space_state if from != null and to != null: _check_collider(space_state) func _check_collider(space_state): var query = PhysicsRayQueryParameters3D.create(from, to) query.collision_mask = 1 query.collide_with_bodies = false query.collide_with_areas = true var result = space_state.intersect_ray(query) from = null to = null if result.has("collider"): var node = result["collider"].get_parent() if node != null: _start_dissolve(node.name)