238fccef95
- 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>
72 lines
2.2 KiB
GDScript
72 lines
2.2 KiB
GDScript
extends Control
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# Application root: async scene loading + reference to the loaded Database.
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var current_scene: Node = null
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var current_scene_int: int = -1
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var wait_frames: int = 1
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var database: RefCounted = null
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var loaded: bool = false
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var _loading_path: String = ""
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@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
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func _ready() -> void:
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_loading_scene()
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func _initialize_loading_scene() -> void:
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animation.animation_started.connect(Event._loading_is_started)
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animation.animation_finished.connect(Event._loading_is_finished)
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func goto_scene(path: String) -> void:
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var err := ResourceLoader.load_threaded_request(path)
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if err != OK:
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push_error("[Global] failed to start threaded load for " + path)
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return
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_loading_path = path
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Loading.show()
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animation.play("BorderAnim")
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set_process(true)
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current_scene.queue_free()
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wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
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func _process(_delta: float) -> void:
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if _loading_path == "":
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set_process(false)
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return
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if wait_frames > 0:
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wait_frames -= 1
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if not loaded:
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return
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var progress: Array = []
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var status := ResourceLoader.load_threaded_get_status(_loading_path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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_update_progress(progress[0] if progress.size() > 0 else 0.0)
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ResourceLoader.THREAD_LOAD_LOADED:
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_set_new_scene()
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ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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push_error("[Global] failed to load " + _loading_path)
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_loading_path = ""
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## PRIVATE
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func _initialize_current_scene() -> void:
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var root := get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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Loading.hide()
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func _update_progress(value: float) -> void:
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
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func _set_new_scene() -> void:
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var resource: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
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_loading_path = ""
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current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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Loading.hide()
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