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>
72 lines
2.2 KiB
GDScript
72 lines
2.2 KiB
GDScript
extends Control
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# Application root: async scene loading + reference to the loaded Database.
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@onready var animation: AnimationPlayer = Loading.get_node("AnimLoading")
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var current_scene: Node = null
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var current_scene_int: int = -1
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var wait_frames: int = 1
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var database: RefCounted = null
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var loaded: bool = false
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var _loading_path: String = ""
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func _ready() -> void:
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_loading_scene()
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func _initialize_loading_scene() -> void:
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animation.animation_started.connect(Event._loading_is_started)
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animation.animation_finished.connect(Event._loading_is_finished)
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func goto_scene(path: String) -> void:
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var err := ResourceLoader.load_threaded_request(path)
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if err != OK:
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push_error("[Global] failed to start threaded load for " + path)
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return
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_loading_path = path
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Loading.show()
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animation.play("BorderAnim")
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set_process(true)
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current_scene.queue_free()
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wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
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func _process(_delta: float) -> void:
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if _loading_path == "":
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set_process(false)
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return
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if wait_frames > 0:
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wait_frames -= 1
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if not loaded:
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return
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var progress: Array = []
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var status := ResourceLoader.load_threaded_get_status(_loading_path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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_update_progress(progress[0] if progress.size() > 0 else 0.0)
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ResourceLoader.THREAD_LOAD_LOADED:
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_set_new_scene()
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ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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push_error("[Global] failed to load " + _loading_path)
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_loading_path = ""
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## PRIVATE
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func _initialize_current_scene() -> void:
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var root := get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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Loading.hide()
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func _update_progress(value: float) -> void:
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
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func _set_new_scene() -> void:
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var resource: PackedScene = ResourceLoader.load_threaded_get(_loading_path)
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_loading_path = ""
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current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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Loading.hide()
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