Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
Vaillant Jeremy 60d9f614ee Replace Event + GlobalAnimation autoloads with class_name + static funcs
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>
2026-05-16 21:50:00 +02:00

70 lines
2.3 KiB
GDScript

extends Control
@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
func _ready():
_load_button_access_scenes()
## PRIVATE
func _load_button_access_scenes():
for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
func _apply_scene(level, index):
$MarginContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
configure_reset(level, node, index, false)
configure_counter(level, node)
func _load_scene(p_name):
var template_instance = template.instantiate()
template_instance.set_name(p_name)
return template_instance
func _build_path(p_name):
return "MarginContainer/" + p_name
func _load_texture(thumbnail):
return load(thumbnail)
func _configure_select(level, node):
var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.set_texture(_load_texture(level.thumbnail()))
var handler = Event.level_pressed(level.name())
if handler.is_valid():
selector.pressed.connect(handler)
func configure_reset(level, node, index, animate):
var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
var animation = get_node(node+"/AnimationPlayer")
if int(level.object_finding()) == 0:
_configure_reset_disable(animation, reset, animate)
else:
_configure_reset_enable(animation, reset, level, node, index)
func _configure_reset_disable(animation, reset, animate = false):
animation.play("SlideReset")
if !animate:
animation.seek(1, false)
reset.set_disabled(true)
reset.set_default_cursor_shape(CURSOR_ARROW)
for c in reset.pressed.get_connections():
reset.pressed.disconnect(c["callable"])
func _configure_reset_enable(animation, reset, level, node, index):
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
reset.pressed.connect(Event._on_reset_level.bind(level, node, index, self))
func configure_counter(level, node):
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())