Files
Vaillant Jeremy 238fccef95 Fix gdlint findings in Global / Database / Levels
- Global.gd: move @onready var animation below the regular vars
  (gdlint class-definitions-order expects onready vars after
  public/private vars).
- Database.gd::DB: move the three _*_PROPS constants above the vars
  (constants come before vars in a class body).
- Levels.gd:_search_button_to_use: drop the elif after a branch
  that returns (no-elif-return).
- Levels.gd:_gyroscope_changed_{down,up}: continuation lines of the
  multi-line return mixed two tabs + three spaces; normalised to
  pure tabs.

No semantic change: @onready is property-level so source ordering
doesn't affect init; elif after a return is equivalent to if; the
continuation indent is cosmetic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 14:48:20 +02:00

72 lines
2.2 KiB
GDScript

extends Control
# Application root: async scene loading + reference to the loaded Database.
var current_scene: Node = null
var current_scene_int: int = -1
var wait_frames: int = 1
var database: RefCounted = null
var loaded: bool = false
var _loading_path: String = ""
@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
func _ready() -> void:
database = load("res://scripts/Database.gd").new().initialize()
_initialize_current_scene()
_initialize_loading_scene()
func _initialize_loading_scene() -> void:
animation.animation_started.connect(Event._loading_is_started)
animation.animation_finished.connect(Event._loading_is_finished)
func goto_scene(path: String) -> void:
var err := ResourceLoader.load_threaded_request(path)
if err != OK:
push_error("[Global] failed to start threaded load for " + path)
return
_loading_path = path
Loading.show()
animation.play("BorderAnim")
set_process(true)
current_scene.queue_free()
wait_frames = 1
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
func _process(_delta: float) -> void:
if _loading_path == "":
set_process(false)
return
if wait_frames > 0:
wait_frames -= 1
if not loaded:
return
var progress: Array = []
var status := ResourceLoader.load_threaded_get_status(_loading_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
_update_progress(progress[0] if progress.size() > 0 else 0.0)
ResourceLoader.THREAD_LOAD_LOADED:
_set_new_scene()
ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
push_error("[Global] failed to load " + _loading_path)
_loading_path = ""
## PRIVATE
func _initialize_current_scene() -> void:
var root := get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
if current_scene.name != "Main":
Loading.hide()
func _update_progress(value: float) -> void:
Loading.visible = true
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
func _set_new_scene() -> void:
var resource: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
_loading_path = ""
current_scene = resource.instantiate()
get_node("/root").add_child(current_scene)
Loading.hide()