Files
puzzle-quest/scripts/Global.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

79 lines
2.1 KiB
GDScript

extends Control
@onready var current_scene = null
@onready var current_scene_int = null
@onready var wait_frames = 1
@onready var database = null
@onready var loaded = false
@onready var animation = Loading.get_node("AnimLoading")
var _loading_path: String = ""
func _ready():
database = load("res://scripts/Database.gd").new().initialize()
_initialize_current_scene()
_initialize_loading_scene()
func _initialize_loading_scene():
animation.animation_started.connect(Event._loading_is_started)
animation.animation_finished.connect(Event._loading_is_finished)
func goto_scene(path):
print("[global#goto_scene] : load scene " + str(path))
var err = ResourceLoader.load_threaded_request(path)
if err != OK:
print("Error loading ....")
return
_loading_path = path
Loading.show()
animation.play("BorderAnim")
set_process(true)
current_scene.queue_free()
wait_frames = 1
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
func _process(_delta):
if _loading_path == "":
set_process(false)
return
if wait_frames > 0:
wait_frames -= 1
if not loaded:
return
var progress := []
var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
_update_progress(progress[0] if progress.size() > 0 else 0.0)
ResourceLoader.THREAD_LOAD_LOADED:
_set_new_scene()
ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
print("Error loading ....")
_loading_path = ""
## PRIVATE
func _initialize_current_scene():
print("[global#_initialize_current_scene]")
var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
if current_scene.name != "Main":
get_node("/root/Loading").hide()
func _update_progress(value: float):
Loading.visible = true
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
func _set_new_scene():
var resource = ResourceLoader.load_threaded_get(_loading_path)
_loading_path = ""
current_scene = resource.instantiate()
get_node("/root").add_child(current_scene)
Loading.hide()