81e6ceb003
Address every warning that surfaced in the running game's debugger: - Drop deprecated 'graph_offset = Vector2(...)' lines from the three in-tree VisualShader resources (red.tres, green.tres, Summary.tscn). The property is editor-only graph pan, ignored at runtime but warns at load. - Add android/.gdignore so Godot stops scanning the build template copies of red.tres/green.tres (which still had graph_offset). Tighten .gitignore to keep tracking the .gdignore marker only. - Drop the broken 'nodes/fragment/connections = ...' line from the inline VisualShader in Summary.tscn — connections referenced out-of-bounds ports (e.g. port 1 on a 1-output node). The pre-compiled 'code = ...' string is kept so rendering is unaffected. - Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn: the LightmapGI node no longer references it but Godot still loaded the (Godot-3-format) blob from the ext_resource declaration alone, triggering '(p_data.size() % 4) != 0'. - Animation tracks: SlideReset (Template.tscn), BorderAnim (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a bezier track with empty PackedFloat32Array keys, which AnimationMixer rejects in Godot 4. Drop the empty x track in each (the y track held the actual motion). - Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface format is the current Godot 4 variant. sm_stackgold.mesh in particular triggered the deprecation warning every load. GDScript: rename function parameters and locals that shadowed Node.name / Node.value in: - db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value) - scripts/Setting.gd untouched (no shadow, false positive earlier) - scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path, _build_method) - scenes/levels/Levels.gd (_create_animation_slide, _create_animation_warning, _add_animation_to_player, _create_button_info, _node_object_list) lod plugin: Godot 4 added 'lod_bias' as a native property on VisualInstance3D, which collided with the plugin's 'lod_bias' member across all five lod_*.gd files. Rename to 'lod_distance_bias' so the scripts parse again. Also drop Light3D.shadow_color writes in lod_omni_light.gd and lod_spot_light.gd — that property was removed in Godot 4, so the related shadow_value computation became dead code. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
277 lines
9.0 KiB
GDScript
277 lines
9.0 KiB
GDScript
extends Node3D
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const TIME_MAX = 3000 # msec
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const GYROSCOPE_MAX_DIFF = 0.5
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const OFFSET_CAMERA_MAX = 0.12
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const OFFSET_STEP_CHANGE = 0.01
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const RAY_LENGTH = 1000
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@export var object_first: PackedScene = load("res://scenes/levels/parts/ObjectListFirst.tscn")
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@export var object_std: PackedScene = load("res://scenes/levels/parts/ObjectListStandard.tscn")
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@export var object_last: PackedScene = load("res://scenes/levels/parts/ObjectListLast.tscn")
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@onready var gyroscope_value_old = Vector3(0, 0, 0)
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@onready var table = Global.database.get_table_by_name("scenes")
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@onready var meshes = {}
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@onready var from = null
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@onready var to = null
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@onready var mlevel = load("res://db/MLevel.gd")
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@onready var mscene = load("res://db/MScene.gd")
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@onready var victory_condition = 0
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@onready var victory_progress = 0
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@onready var last_button = null
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@onready var animation_player = null
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func _ready():
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_load_translations()
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_load_meshes()
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_load_back_button()
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_load_prepare_victory_condition()
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_load_hud_menu()
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_load_ambient_sound()
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func _load_translations():
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pass
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func _load_meshes():
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var scene_detail = null
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for row_index in range(0, table.m_rows_count):
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scene_detail = mscene.new(row_index)
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if scene_detail.key() != null:
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meshes[scene_detail.key()] = scene_detail
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create_dissolve_mesh(scene_detail.key())
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func _load_back_button():
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var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
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func _load_prepare_victory_condition():
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var level = mlevel.new(Global.current_scene_int)
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victory_condition = level.object_to_find()
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victory_progress = level.object_finding()
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func _load_hud_menu():
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var counter = 0
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var scene = null
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var label_counter = null
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for key in meshes:
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scene = meshes[key]
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_create_button_info(scene, counter, label_counter)
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label_counter = scene.label_counter()
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counter = counter + 1
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func _load_ambient_sound():
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if Setting.get_setting_ambient_sound():
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$AmbientSound.play()
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$AmbientSound.stream_paused = false
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func _create_button_info(scene, counter, label_counter):
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var button = _search_button_to_use(counter)
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var label_name = scene.label()
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if label_counter != null and label_counter == scene.label_counter():
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label_name = last_button.get_node("Label").text + " " + str(scene.counter())
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_configure_button_object(last_button, scene, label_name)
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_create_animation_warning(_get_node_animated().get_node("Label"), label_name)
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else:
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$ListObjects/ListContainer.add_child(button)
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_configure_button_object(button, scene, label_name)
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_create_animation_slide(_get_node_animated(), label_name)
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last_button = button
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func _get_node_animated():
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return $ListObjects/ListContainer.get_child($ListObjects/ListContainer.get_child_count() - 1 )
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func _search_button_to_use(counter):
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if counter == 0:
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return object_first.instantiate()
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elif counter == meshes.size() - 1:
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return object_last.instantiate()
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else:
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return object_std.instantiate()
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func _configure_button_object(button, scene, label):
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button.get_node("Label").set_text(label)
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button.set_meta("animation", label)
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button.set_meta("name", scene.label())
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button.set_meta("counter", scene.counter())
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button.set_meta("counted", 0)
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func _create_animation_slide(node, p_name):
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_add_animation_to_player(p_name, GlobalAnimation.level_hud_slide(node))
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func _create_animation_warning(node, p_name):
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_add_animation_to_player(p_name, GlobalAnimation.level_hud_warning(node))
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func _add_animation_to_player(p_name: String, anim: Animation) -> void:
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var player = $ListObjects/AnimationPlayer
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var lib = player.get_animation_library("")
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if lib == null:
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lib = AnimationLibrary.new()
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player.add_animation_library("", lib)
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lib.add_animation(p_name, anim)
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func _process(_delta):
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_check_dissolve_mesh()
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_check_change_angle_camera()
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_check_victory_condition()
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func create_dissolve_mesh(key):
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var mesh = _node_to_mesh(key)
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if mesh == null:
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return
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var material = mesh.get_active_material(0)
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if material == null:
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return
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material.set_shader_parameter("dissolve_amount", 0.0)
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func _check_dissolve_mesh():
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# Event dissolve in object searched by gamer
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for key in meshes:
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if bool(meshes[key].lock()) == true and meshes[key].mesh() != null:
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var mesh = _node_to_mesh(key)
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if mesh == null:
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continue
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if meshes[key].tick_reference() == 0:
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meshes[key].set_tick_reference(Time.get_ticks_msec())
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_node_object_list(key)
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GlobalAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
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meshes[key].set_value(meshes[key].value() + 0.01)
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else:
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_clean_mesh(key)
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func _clean_mesh(key):
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victory_progress = mlevel.new(Global.current_scene_int).object_finding()
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_node_to_mesh(key).call_deferred("free")
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meshes[key].set_mesh(null)
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func _check_change_angle_camera():
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var camera = $"MainCamera"
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var gyroscope = Input.get_gyroscope()
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if camera.h_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_left") or _action_gyroscope("left", gyroscope):
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print("[warcraft#_ready] move camera angle to left")
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$"Main Camera3D".h_offset -= OFFSET_STEP_CHANGE
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if camera.h_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_right") or _action_gyroscope("right", gyroscope):
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print("[warcraft#_ready] move camera angle to right")
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$"Main Camera3D".h_offset += OFFSET_STEP_CHANGE
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if camera.v_offset >= -OFFSET_CAMERA_MAX:
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if _action_pressed("ui_down") or _action_gyroscope("down", gyroscope):
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print("[warcraft#_ready] move camera angle to down")
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$"Main Camera3D".v_offset -= OFFSET_STEP_CHANGE
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if camera.v_offset <= OFFSET_CAMERA_MAX:
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if _action_pressed("ui_up") or _action_gyroscope("up", gyroscope):
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print("[warcraft#_ready] move camera angle to up")
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$"Main Camera3D".v_offset += OFFSET_STEP_CHANGE
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gyroscope_value_old = gyroscope
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func _action_pressed(action):
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return Input.is_action_pressed(action)
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func _action_gyroscope(action, gyroscope):
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if Setting.get_setting_gyrosocpe():
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var expression = Expression.new()
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expression.parse("_gyroscope_changed_"+action+"(gyroscope)", ["gyroscope"])
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if expression.execute([gyroscope], self):
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return true
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else:
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return false
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else:
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return false
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func _gyroscope_changed_left(gyroscope):
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y < gyroscope_value_old.y
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func _gyroscope_changed_right(gyroscope):
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return (gyroscope.abs().y - gyroscope_value_old.abs().y) > GYROSCOPE_MAX_DIFF and \
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gyroscope.y > gyroscope_value_old.y
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func _gyroscope_changed_down(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z > gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x > gyroscope_value_old.x
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func _gyroscope_changed_up(gyroscope):
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return (gyroscope.abs().z - gyroscope_value_old.abs().z) > GYROSCOPE_MAX_DIFF and \
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gyroscope.z < gyroscope_value_old.z or \
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(gyroscope.abs().x - gyroscope_value_old.abs().x) > GYROSCOPE_MAX_DIFF and \
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gyroscope.x < gyroscope_value_old.x
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func _start_dissolve(key):
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if bool(meshes[key].lock()) == false:
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meshes[key].set_lock(int(true))
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$ObjectFind.stream = meshes[key].audio_sound()
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$ObjectFind.play()
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func _check_victory_condition():
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if victory_condition == victory_progress:
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print("[levels#_check_victory_condition] \\o/\\o/ \\o/ \\o/ \\o/\\o/")
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print("[levels#_check_victory_condition] Win !!")
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Global.goto_scene("res://scenes/UI/ending/Ending.tscn")
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func _node_to_mesh(key):
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return get_node_or_null(meshes[key].mesh())
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func _node_to_area(key):
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return get_node_or_null(meshes[key].mesh() + "/Area3D")
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func _node_object_list(key):
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var animation_played = null
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for child in $ListObjects/ListContainer.get_children():
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if child.has_meta("name"):
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if child.get_meta("name") == meshes[key].label():
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child.set_meta("counted", child.get_meta("counted") + 1)
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if child.get_meta("counter") == child.get_meta("counted"):
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animation_played = child.get_meta("name")
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else:
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var diff = child.get_meta("counter") - child.get_meta("counted")
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var txt = child.get_meta("name")
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if diff != 1:
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txt = txt + " " + str(diff)
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animation_played = child.get_meta("animation")
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child.get_node("Label").set_text(txt)
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$ListObjects/AnimationPlayer.queue(animation_played)
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func _input(event):
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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var camera = $"MainCamera"
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from = camera.project_ray_origin(event.position)
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to = from + camera.project_ray_normal(event.position) * RAY_LENGTH
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func _physics_process(_delta):
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var space_state = get_world_3d().direct_space_state
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if from != null and to != null:
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_check_collider(space_state)
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func _check_collider(space_state):
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var query = PhysicsRayQueryParameters3D.create(from, to)
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query.collision_mask = 1
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query.collide_with_bodies = false
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query.collide_with_areas = true
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var result = space_state.intersect_ray(query)
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from = null
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to = null
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if result.has("collider"):
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var node = result["collider"].get_parent()
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if node != null:
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_start_dissolve(node.name)
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