4d5db7bb61
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>
44 lines
1.7 KiB
GDScript
44 lines
1.7 KiB
GDScript
extends Node
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var current_material = null
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func level_hud_slide(node):
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var animation = Animation.new()
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var track_index = animation.add_track(Animation.TYPE_BEZIER)
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var node_element = str(node.get_path()) + ":position:x"
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animation.track_set_path(track_index, node_element)
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
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animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
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return animation
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func level_hud_warning(node):
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var animation = Animation.new()
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var track_index = animation.add_track(Animation.TYPE_BEZIER)
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var node_element = str(node.get_path()) + ":position:x"
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animation.track_set_path(track_index, node_element)
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
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animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
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animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
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animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
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animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
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animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
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return animation
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func start_dissolve(node, material):
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if material == null:
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return
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current_material = material
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var tween = node.create_tween()
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tween.tween_method(animate_dissolve, 0.0, 1.0, 1.5) \
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.set_trans(Tween.TRANS_LINEAR) \
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.set_ease(Tween.EASE_IN_OUT)
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func animate_dissolve(progress: float) -> void:
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if current_material == null:
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return
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current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
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