broken_seals/game/scenes/MainScene.gd

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extends Node
class_name Main
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# Copyright (c) 2019-2021 Péter Magyar
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#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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export(int, "None", "Menu", "World") var start_scene = 1
export(PackedScene) var menu_scene : PackedScene
export(PackedScene) var world_scene : PackedScene
export(PackedScene) var debug_camera_scene : PackedScene
export(NodePath) var loading_screen_path : NodePath
enum StartSceneTypes {
NONE, MENU, WORLD
}
var _loading_screen : Node
var current_scene : Node
var current_character_file_name : String = ""
func _ready() -> void:
_loading_screen = get_node(loading_screen_path)
switch_scene(start_scene)
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func switch_scene(scene : int) -> void:
if current_scene != null:
for s in get_tree().get_nodes_in_group("save"):
if not s.has_method("save"):
print(str(s) + " is in group save, but doesn't have save()!")
continue
s.save()
current_scene.queue_free()
remove_child(current_scene)
WorldNumbers.clear()
if scene == StartSceneTypes.MENU:
var gs : Node = menu_scene.instance()
add_child(gs)
gs.owner = self
current_scene = gs
elif scene == StartSceneTypes.WORLD:
var gs : Node = world_scene.instance()
add_child(gs)
gs.owner = self
current_scene = gs
if multiplayer.has_network_peer():# and get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED:
if multiplayer.is_network_server():
gs.load_character(current_character_file_name)
else:
# var dc = debug_camera_scene.instance()
#
# gs.add_child(dc)
# dc.owner = gs
#
gs.setup_client_seed(Server._cseed)
var file_name : String = "user://characters/" + current_character_file_name
var f : File = File.new()
if f.open(file_name, File.READ) == OK:
var data : String = f.get_as_text()
f.close()
Server.upload_character(data)
else:
gs.load_character(current_character_file_name)
if current_scene.has_method("needs_loading_screen"):
if current_scene.needs_loading_screen():
show_loading_screen()
func load_character(file_name : String) -> void:
current_character_file_name = file_name
switch_scene(StartSceneTypes.WORLD)
func show_loading_screen() -> void:
_loading_screen.show()
func hide_loading_screen() -> void:
_loading_screen.hide()