Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
darknight 0debe0d2d3 feature/update-main-ui (#66)
Co-authored-by: stilobique-i7 <aurelienvlt@free.fr>
Co-authored-by: VAILLANT Jeremy <vaillant.jeremy@dev-crea.com>
Reviewed-on: Athena/game-source#66
Co-authored-by: darknight <vaillant.jeremy@dev-crea.com>
Co-committed-by: darknight <vaillant.jeremy@dev-crea.com>
2021-06-03 22:18:50 +02:00

59 lines
1.7 KiB
GDScript

extends Control
export (PackedScene) var template = load("res://scenes/levels/Template.tscn")
onready var mlevel = load("res://db/MLevel.gd")
func _ready():
_apply_scenes()
## PRIVATE
func _apply_scenes():
for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
_apply_scene(mlevel.new(row_index), 0)
func _build_path(name):
return "MarginContainer/HBoxContainer/"+name
func _build_method(name):
return "_on_"+name.to_lower()+"_pressed"
func _load_scene(name):
var template_instance = template.instance()
template_instance.set_name(name)
return template_instance
func _load_texture(thumbnail):
return load(thumbnail)
func _apply_scene(level, index):
$MarginContainer/HBoxContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
_configure_reset(level, node, index)
_configure_counter(level, node)
func _configure_select(level, node):
var select = get_node(node+"/TextureRect/TextureButton")
select.set_normal_texture(_load_texture(level.thumbnail()))
select.connect("pressed", Event, _build_method(level.name()))
func _configure_reset(level, node, index):
var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset")
if int(level.object_finding()) == 0:
reset.set_disabled(true)
if reset.is_connected("pressed", Event, "_on_reset_level"):
reset.disconnect("pressed", Event, "_on_reset_level")
else:
reset.set_disabled(false)
reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self])
func _configure_counter(level, node):
var count = get_node(node+"/VBoxContainer/MarginContainer2/ButtonCount/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())