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") var gyroscope_value_old := Vector3(0, 0, 0) var meshes: Dictionary[String, SceneEntry] = {} var from = null var to = null var victory_condition: String = "0" var victory_progress: String = "0" var last_button: Node = null func _ready() -> void: _load_meshes() _load_back_button() _load_prepare_victory_condition() _load_hud_menu() _load_ambient_sound() func _load_meshes() -> void: for scene in Global.database.scenes_for_level(Global.current_scene_int): meshes[scene.key] = scene create_dissolve_mesh(scene.key) func _load_back_button() -> void: $Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed) func _load_prepare_victory_condition() -> void: var level := Global.database.level_by_index(Global.current_scene_int) if level == null: return victory_condition = level.object_to_find() victory_progress = level.object_finding() func _load_hud_menu() -> void: var counter := 0 var label_counter: String = "" for key in meshes: var scene: SceneEntry = meshes[key] _create_button_info(scene, counter, label_counter) label_counter = scene.label_counter counter += 1 func _load_ambient_sound() -> void: if Setting.get_setting_ambient_sound(): $AmbientSound.play() $AmbientSound.stream_paused = false func _create_button_info(scene: SceneEntry, counter: int, label_counter: String) -> void: var button := _search_button_to_use(counter) var label_name := scene.label if label_counter != "" and label_counter == scene.label_counter: label_name = last_button.get_node("Label").text + " " + str(scene.counter) _configure_button_object(last_button, scene, label_name) _create_animation_warning(_get_node_animated().get_node("Label"), label_name) else: $ListObjects/ListContainer.add_child(button) _configure_button_object(button, scene, label_name) _create_animation_slide(_get_node_animated(), label_name) last_button = button func _get_node_animated() -> Node: return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1) func _search_button_to_use(counter: int) -> Node: if counter == 0: return object_first.instantiate() elif counter == meshes.size() - 1: return object_last.instantiate() return object_std.instantiate() func _configure_button_object(button: Node, scene: SceneEntry, label: String) -> void: 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: Node, p_name: String) -> void: _add_animation_to_player(p_name, GameAnimation.level_hud_slide(node)) func _create_animation_warning(node: Node, p_name: String) -> void: _add_animation_to_player(p_name, GameAnimation.level_hud_warning(node)) func _add_animation_to_player(p_name: String, anim: Animation) -> void: var player: AnimationPlayer = $ListObjects/AnimationPlayer var lib := player.get_animation_library("") if lib == null: lib = AnimationLibrary.new() player.add_animation_library("", lib) lib.add_animation(p_name, anim) func _process(_delta: float) -> void: _check_dissolve_mesh() _check_change_angle_camera() _check_victory_condition() func create_dissolve_mesh(key: String) -> void: 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() -> void: # Event dissolve in object searched by gamer for key in meshes: var scene: SceneEntry = meshes[key] if not scene.lock or scene.dissolved: continue var mesh := _node_to_mesh(key) if mesh == null: continue if scene.dissolve_tick_reference == 0: scene.dissolve_tick_reference = Time.get_ticks_msec() _node_object_list(key) GameAnimation.start_dissolve(mesh, mesh.get_active_material(0)) if Time.get_ticks_msec() < scene.dissolve_tick_reference + TIME_MAX: scene.dissolve_value += 0.01 else: _clean_mesh(key) func _clean_mesh(key: String) -> void: var level := Global.database.level_by_index(Global.current_scene_int) if level != null: victory_progress = level.object_finding() var mesh := _node_to_mesh(key) if mesh != null: mesh.call_deferred("free") meshes[key].dissolved = true func _check_change_angle_camera() -> void: var camera: Camera3D = $"MainCamera" var gyroscope := Input.get_gyroscope() if camera.h_offset >= -OFFSET_CAMERA_MAX: if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope): $"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE if camera.h_offset <= OFFSET_CAMERA_MAX: if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope): $"Main Camera3D".h_offset += OFFSET_STEP_CHANGE if camera.v_offset >= -OFFSET_CAMERA_MAX: if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope): $"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE if camera.v_offset <= OFFSET_CAMERA_MAX: if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope): $"Main Camera3D".v_offset += OFFSET_STEP_CHANGE gyroscope_value_old = gyroscope func _action_pressed(action: String) -> bool: return Input.is_action_pressed(action) func _action_gyroscope(action: String, gyroscope: Vector3) -> bool: if not Setting.get_setting_gyrosocpe(): return false var expression := Expression.new() expression.parse("_gyroscope_changed_" + action + "(gyroscope)", ["gyroscope"]) return bool(expression.execute([gyroscope], self)) func _gyroscope_changed_left(gyroscope: Vector3) -> bool: return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y < gyroscope_value_old.y func _gyroscope_changed_right(gyroscope: Vector3) -> bool: return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \ gyroscope.y > gyroscope_value_old.y func _gyroscope_changed_down(gyroscope: Vector3) -> bool: 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: Vector3) -> bool: 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: String) -> void: if not meshes.has(key): return var scene: SceneEntry = meshes[key] if scene.lock: return scene.lock = true Global.database.save() $ObjectFind.stream = scene.audio_sound() $ObjectFind.play() func _check_victory_condition() -> void: if victory_condition == victory_progress: Global.goto_scene("res://scenes/UI/ending/Ending.tscn") func _node_to_mesh(key: String) -> MeshInstance3D: if not meshes.has(key): return null return get_node_or_null(meshes[key].mesh_path()) as MeshInstance3D func _node_object_list(key: String) -> void: var animation_played: String = "" for child in $ListObjects/ListContainer.get_children(): if not child.has_meta("name"): continue if child.get_meta("name") != meshes[key].label: continue 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: int = child.get_meta("counter") - child.get_meta("counted") var txt: String = 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: InputEvent) -> void: if event is InputEventMouseButton or event is InputEventScreenTouch: var camera: Camera3D = $"MainCamera" from = camera.project_ray_origin(event.position) to = from + camera.project_ray_normal(event.position) * RAY_LENGTH func _physics_process(_delta: float) -> void: var space_state := get_world_3d().direct_space_state if from != null and to != null: _check_collider(space_state) func _check_collider(space_state: PhysicsDirectSpaceState3D) -> void: 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: Node = result["collider"].get_parent() if node != null: _start_dissolve(node.name)