Files
puzzle-quest/scenes/levels/Levels.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

278 lines
8.9 KiB
GDScript

extends Node3D
const TIME_MAX = 3000 # msec
const GYROSCOPE_MAX_DIFF = 0.5
const OFFSET_CAMERA_MAX = 0.12
const OFFSET_STEP_CHANGE = 0.01
const RAY_LENGTH = 1000
@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
@onready var gyroscope_value_old = Vector3(0, 0, 0)
@onready var table = Global.database.get_table_by_name("scenes")
@onready var meshes = {}
@onready var from = null
@onready var to = null
@onready var mlevel = load("res://db/MLevel.gd")
@onready var mscene = load("res://db/MScene.gd")
@onready var victory_condition = 0
@onready var victory_progress = 0
@onready var last_button = null
@onready var animation_player = null
func _ready():
_load_translations()
_load_meshes()
_load_back_button()
_load_prepare_victory_condition()
_load_hud_menu()
_load_ambient_sound()
func _load_translations():
pass
func _load_meshes():
var scene_detail = null
for row_index in range(0, table.m_rows_count):
scene_detail = mscene.new(row_index)
if scene_detail.key() != null:
meshes[scene_detail.key()] = scene_detail
create_dissolve_mesh(scene_detail.key())
func _load_back_button():
var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
func _load_prepare_victory_condition():
var level = mlevel.new(Global.current_scene_int)
victory_condition = level.object_to_find()
victory_progress = level.object_finding()
func _load_hud_menu():
var counter = 0
var scene = null
var label_counter = null
for key in meshes:
scene = meshes[key]
_create_button_info(scene, counter, label_counter)
label_counter = scene.label_counter()
counter = counter + 1
func _load_ambient_sound():
if Setting.get_setting_ambient_sound():
$AmbientSound.play()
$AmbientSound.stream_paused = false
func _create_button_info(scene, counter, label_counter):
var button = _search_button_to_use(counter)
var name = scene.label()
if label_counter != null and label_counter == scene.label_counter():
name = last_button.get_node("Label").text + " " + str(scene.counter())
_configure_button_object(last_button, scene, name)
_create_animation_warning(_get_node_animated().get_node("Label"), name)
else:
$ListObjects/ListContainer.add_child(button)
_configure_button_object(button, scene, name)
_create_animation_slide(_get_node_animated(), name)
last_button = button
func _get_node_animated():
return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
func _search_button_to_use(counter):
if counter == 0:
return object_first.instantiate()
elif counter == meshes.size() - 1:
return object_last.instantiate()
else:
return object_std.instantiate()
func _configure_button_object(button, scene, label):
button.get_node("Label").set_text(label)
button.set_meta("animation", label)
button.set_meta("name", scene.label())
button.set_meta("counter", scene.counter())
button.set_meta("counted", 0)
func _create_animation_slide(node, name):
_add_animation_to_player(name, GlobalAnimation.level_hud_slide(node))
func _create_animation_warning(node, name):
_add_animation_to_player(name, GlobalAnimation.level_hud_warning(node))
func _add_animation_to_player(name: String, anim: Animation) -> void:
var player = $ListObjects/AnimationPlayer
var lib = player.get_animation_library("")
if lib == null:
lib = AnimationLibrary.new()
player.add_animation_library("", lib)
lib.add_animation(name, anim)
func _process(_delta):
_check_dissolve_mesh()
_check_change_angle_camera()
_check_victory_condition()
func create_dissolve_mesh(key):
var mesh = _node_to_mesh(key)
if mesh == null:
return
var material = mesh.get_active_material(0)
if material == null:
return
material.set_shader_parameter("dissolve_amount", 0.0)
func _check_dissolve_mesh():
# Event dissolve in object searched by gamer
for key in meshes:
if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
var mesh = _node_to_mesh(key)
if mesh == null:
continue
if meshes[key].tick_reference() == 0:
meshes[key].set_tick_reference(Time.get_ticks_msec())
_node_object_list(key)
GlobalAnimation.start_dissolve(mesh, mesh.get_active_material(0))
if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
meshes[key].set_value(meshes[key].value() + 0.01)
else:
_clean_mesh(key)
func _clean_mesh(key):
victory_progress = mlevel.new(Global.current_scene_int).object_finding()
_node_to_mesh(key).call_deferred("free")
meshes[key].set_mesh(null)
func _check_change_angle_camera():
var camera = $"MainCamera"
var gyroscope = Input.get_gyroscope()
if camera.h_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
print("[warcraft#_ready] move camera angle to left")
$"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE
if camera.h_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
print("[warcraft#_ready] move camera angle to right")
$"Main Camera3D".h_offset += OFFSET_STEP_CHANGE
if camera.v_offset >= -OFFSET_CAMERA_MAX:
if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
print("[warcraft#_ready] move camera angle to down")
$"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE
if camera.v_offset <= OFFSET_CAMERA_MAX:
if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
print("[warcraft#_ready] move camera angle to up")
$"Main Camera3D".v_offset += OFFSET_STEP_CHANGE
gyroscope_value_old = gyroscope
func _action_pressed(action):
return Input.is_action_pressed(action)
func _action_gyroscope(action, gyroscope):
if Setting.get_setting_gyrosocpe():
var expression = Expression.new()
expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
if expression.execute([gyroscope], self):
return true
else:
return false
else:
return false
func _gyroscope_changed_left(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y < gyroscope_value_old.y
func _gyroscope_changed_right(gyroscope):
return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
gyroscope.y > gyroscope_value_old.y
func _gyroscope_changed_down(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z > gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x > gyroscope_value_old.x
func _gyroscope_changed_up(gyroscope):
return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
gyroscope.z < gyroscope_value_old.z or \
(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
gyroscope.x < gyroscope_value_old.x
func _start_dissolve(key):
if bool(meshes[key].lock()) == false:
meshes[key].set_lock(int(true))
$ObjectFind.stream = meshes[key].audio_sound()
$ObjectFind.play()
func _check_victory_condition():
if victory_condition == victory_progress:
print("[levels#_check_victory_condition] \\o/\\o/ \\o/ \\o/ \\o/\\o/")
print("[levels#_check_victory_condition] Win !!")
Global.goto_scene("res://scenes/UI/ending/Ending.tscn")
func _node_to_mesh(key):
return get_node_or_null(meshes[key].mesh())
func _node_to_area(key):
return get_node_or_null(meshes[key].mesh() + "/Area3D")
func _node_object_list(key):
var animation_played = null
var name = null
for child in $ListObjects/ListContainer.get_children():
if child.has_meta("name"):
if child.get_meta("name") == meshes[key].label():
child.set_meta("counted", child.get_meta("counted") + 1)
if child.get_meta("counter") == child.get_meta("counted"):
animation_played = child.get_meta("name")
else:
var diff = child.get_meta("counter") - child.get_meta("counted")
var txt = child.get_meta("name")
if diff != 1:
txt = txt + " " + str(diff)
animation_played = child.get_meta("animation")
child.get_node("Label").set_text(txt)
$ListObjects/AnimationPlayer.queue(animation_played)
func _input(event):
if event is InputEventMouseButton or event is InputEventScreenTouch:
var camera = $"MainCamera"
from = camera.project_ray_origin(event.position)
to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
func _physics_process(_delta):
var space_state = get_world_3d().direct_space_state
if from != null and to != null:
_check_collider(space_state)
func _check_collider(space_state):
var query = PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 1
query.collide_with_bodies = false
query.collide_with_areas = true
var result = space_state.intersect_ray(query)
from = null
to = null
if result.has("collider"):
var node = result["collider"].get_parent()
if node != null:
_start_dissolve(node.name)