Files
puzzle-quest/db/MScene.gd
T
Vaillant Jeremy 4d5db7bb61 Make Main, Settings, ChooseScene, and gameplay run in Godot 4.6
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.

GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
  MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
  int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
  direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
  AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
  PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
  @export_enum (candle.gd)
- Get effective material with get_active_material() instead of
  get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
  (e.g. sm_super_dager in Home) don't crash (Levels.gd)

Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
  Node in Godot 4. Rewrite Animation.start_dissolve to use
  create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
  .tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
  Without this, MeshInstance3D.get_active_material(0) returned the
  glTF-imported StandardMaterial3D instead of the project's custom
  dissolve ShaderMaterial.

Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
  assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
  materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
  hint_color -> source_color, NORMALMAP -> NORMAL_MAP.

Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:40:03 +02:00

100 lines
1.9 KiB
GDScript

extends "res://db/MBase.gd"
var m_value = 0
var m_lock = null
var m_label = null
var m_label_counter = null
var m_tick_reference = 0
var m_key = null
var m_level = null
var m_mesh = null
var m_counter = null
var m_row_id = null
const LOCK_ID = 0
const LABEL_ID = 1
const KEY_ID = 2
const LEVEL_ID = 3
const MESH_ID = 4
const LABEL_COUNTER = 5
const COUNTER_ID = 6
func _init(row_index):
table = Global.database.get_table_by_name("scenes")
m_row_id = row_index
var datas = table.get_data_at_row_idx(m_row_id)
if _get_level(datas) == Global.current_scene_int:
m_key = _get_key(datas)
m_lock = _get_lock(datas)
m_label = _get_label(datas)
m_label_counter = _get_label_counter(datas)
m_mesh = _get_mesh(datas)
m_counter = _get_counter(datas)
func key():
return m_key
func label():
return m_label
func label_counter():
return m_label_counter
func lock():
return m_lock
func set_lock(value):
m_lock = _set_data(LOCK_ID, m_row_id, value)
func mesh():
return m_mesh
func tween():
return m_mesh + "/Tween"
func set_mesh(value):
m_mesh = value
func tick_reference():
return m_tick_reference
func set_tick_reference(value):
m_tick_reference = value
func value():
return m_value
func set_value(value):
m_value = value
func audio_sound():
var stream = load("res://assets/sounds/objects/" + label() + ".ogg")
stream.set_loop(false)
return stream
func counter():
return m_counter
## PRIVATE
func _get_lock(datas):
return bool(int(_get_data(datas, LOCK_ID)))
func _get_label(datas):
return str(_get_data(datas, LABEL_ID))
func _get_key(datas):
return str(_get_data(datas, KEY_ID))
func _get_level(datas):
return int(_get_data(datas, LEVEL_ID))
func _get_mesh(datas):
return "HiddenObjectsItems/" + str(_get_data(datas, MESH_ID))
func _get_label_counter(datas):
return str(_get_data(datas, LABEL_COUNTER))
func _get_counter(datas):
return int(_get_data(datas, COUNTER_ID))