c17769246f
Two related cleanups from the best-practice audit: Task 3 — typed Resources instead of MBase / MScene / MLevel / MSetting The old model classes wrapped the godot_db_manager Table API: each row read went through table.get_data_at_row_idx(int), Cell.get_data(), and 'as int' / 'as String' casts that don't actually parse anything in Godot 4. m_value, m_lock, m_label, ... members shadowed the cell indirection. Setters round-tripped through table.edit_data() + Global.database.save_db(). That's a lot of plumbing for what is, in the end, three flat tables of static strings. Introduce three @export-typed Resources: db/scene_entry.gd class_name SceneEntry db/level_entry.gd class_name LevelEntry db/settings_data.gd class_name SettingsData Rewrite scripts/Database.gd so Database.DB holds: settings: SettingsData levels: Array[LevelEntry] scenes: Array[SceneEntry] Build them once at startup from ahog.json, and serialise back to the same JSON shape on save() so existing progress files keep working. LevelEntry carries its own object_to_find / object_finding / reset methods (talking to Global.database for cross-table lookups), and SceneEntry carries its own mesh_path / audio_sound. Per-scene dissolve state (value, tick_reference, dissolved) lives on SceneEntry as non-exported runtime fields. Delete db/MBase.gd / db/MScene.gd / db/MLevel.gd / db/MSetting.gd. Update consumers: - scripts/Setting.gd: read/write Global.database.settings directly, call Global.database.save() after each setter. - scenes/levels/Levels.gd: iterate Global.database.scenes_for_level( current_scene_int) instead of mscene.new(i) for every row; scene state reads (scene.lock, scene.mesh, scene.counter, ...) replace scene.lock() / scene.mesh() / scene.counter() method calls; runtime dissolve state lives on the SceneEntry instance instead of mutable m_value / m_tick_reference members on MScene; 'dissolved' flag replaces set_mesh(null) signalling. - scenes/UI/choose_scenes/ChooseScene.gd: iterate Global.database .levels; level.name / level.thumb property access in place of level.name() / level.thumbnail(). configure_reset() loses its redundant index argument (LevelEntry knows its own index). - scripts/event.gd: _on_reset_level signature now takes LevelEntry, reset path drops index forwarding. Task 2 — type hints across the remaining scripts scripts/Global.gd, scenes/Main.gd, scenes/UI/ending/Ending.gd, scenes/UI/loading/Loading.gd, scenes/UI/settings/Settings.gd: add typed parameters and -> return annotations. current_scene_int is now 'int = -1' (sentinel) so callers don't fall into Variant comparisons; event.gd:_on_reset_level resets it to -1 instead of null. Settings.gd no longer wraps button_pressed in int() before passing to the now-typed bool setters. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
59 lines
2.4 KiB
GDScript
59 lines
2.4 KiB
GDScript
extends Control
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@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
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func _ready() -> void:
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for level in Global.database.levels:
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_apply_scene(level)
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## PRIVATE
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func _apply_scene(level: LevelEntry) -> void:
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$MarginContainer.add_child(_load_scene(level.name))
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var node := _build_path(level.name)
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_configure_select(level, node)
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configure_reset(level, node, false)
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configure_counter(level, node)
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func _load_scene(p_name: String) -> Node:
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var template_instance := template.instantiate()
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template_instance.set_name(p_name)
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return template_instance
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func _build_path(p_name: String) -> String:
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return "MarginContainer/" + p_name
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func _configure_select(level: LevelEntry, node: String) -> void:
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var selector := get_node(node + "/MarginContainer/CenterAlign/MainButton")
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var thumbnail: TextureRect = get_node(node + "/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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thumbnail.texture = load(level.thumb)
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var handler := Event.level_pressed(level.name)
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if handler.is_valid():
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selector.pressed.connect(handler)
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func configure_reset(level: LevelEntry, node: String, animate: bool) -> void:
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var reset: BaseButton = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
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var animation: AnimationPlayer = get_node(node + "/AnimationPlayer")
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if int(level.object_finding()) == 0:
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_configure_reset_disable(animation, reset, animate)
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else:
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_configure_reset_enable(animation, reset, level, node)
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func _configure_reset_disable(animation: AnimationPlayer, reset: BaseButton, animate: bool = false) -> void:
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animation.play("SlideReset")
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if not animate:
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animation.seek(1, false)
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reset.set_disabled(true)
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reset.mouse_default_cursor_shape = CURSOR_ARROW
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for c in reset.pressed.get_connections():
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reset.pressed.disconnect(c["callable"])
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func _configure_reset_enable(animation: AnimationPlayer, reset: BaseButton, level: LevelEntry, node: String) -> void:
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animation.play_backwards("SlideReset")
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reset.set_disabled(false)
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reset.mouse_default_cursor_shape = CURSOR_POINTING_HAND
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reset.pressed.connect(Event._on_reset_level.bind(level, node, level.index, self))
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func configure_counter(level: LevelEntry, node: String) -> void:
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var count: Label = get_node(node + "/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
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count.text = level.object_finding() + " / " + level.object_to_find()
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