60d9f614ee
Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Puzzle Quest"
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config/description="A treasure chest fill with any Jiggsaw !"
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run/main_scene="res://scenes/Main.tscn"
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config/quit_on_go_back=false
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config/features=PackedStringArray("4.6")
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boot_splash/stretch_mode=0
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boot_splash/image="res://releases/splash-screen.png"
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config/icon="res://icon.png"
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config/macos_native_icon="res://releases/mac/project.icns"
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config/windows_native_icon="res://releases/windows/project.ico"
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[autoload]
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Loading="*res://scenes/UI/loading/Loading.tscn"
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Global="*res://scripts/Global.gd"
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Setting="*res://scripts/Setting.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/resizable=false
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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window/handheld/orientation="sensor_landscape"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/lod/plugin.cfg")
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[importer_defaults]
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scene={
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"animation/import": false,
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"materials/keep_on_reimport": false,
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"materials/storage": 0,
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"meshes/light_baking": 1,
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"meshes/storage": 1,
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"nodes/root_type": "ArrayMesh",
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"skins/use_named_skins": false
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}
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[input]
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ui_end={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194318,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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]
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}
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[internationalization]
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locale/translations=PackedStringArray("res://locales/fr.po", "res://locales/en.po")
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[rendering]
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environment/defaults/default_environment="res://default_env.tres"
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