Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
2021-05-15 14:14:17 +02:00

65 lines
1.7 KiB
GDScript

extends Control
export (PackedScene) var template = load("res://scenes/levels/Template.tscn")
onready var levels = Array()
onready var mlevel = load("res://db/MLevel.gd")
onready var table = Global.table_levels
func _ready():
_apply_scenes()
# Load scene warcraft
func _on_warcraft_pressed():
Global.current_scene_int = 0
Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
func _on_reset_level():
print("Reset level ...")
## PRIVATE
func _apply_scenes():
for row_index in range(0, Global.table_levels.m_rows_count):
_apply_scene(mlevel.new(row_index))
func _build_path(name):
return "MarginContainer/HBoxContainer/"+name
func _build_method(name):
return "_on_"+name.to_lower()+"_pressed"
func _load_scene(name):
var template_instance = template.instance()
template_instance.set_name(name)
return template_instance
func _load_texture(thumbnail):
return load(thumbnail)
func _apply_scene(level):
$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
_configure_reset(level, node)
_configure_counter(level, node)
func _configure_select(level, node):
var select = get_node(node+"/TextureRect/TextureButton")
select.set_normal_texture(_load_texture(level.thumbnail()))
select.connect("pressed", self, _build_method(level.name()))
func _configure_reset(level, node):
var reset = get_node(node+"/VBoxContainer/ButtonReset")
if int(level.object_finding()) != 0:
reset.set_disabled(true)
reset.connect("pressed", self, "_on_reset_level")
func _configure_counter(level, node):
var count = get_node(node+"/VBoxContainer/ButtonCount/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())