extends Node class_name Main # Copyright (c) 2019-2021 Péter Magyar # # 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. 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) 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() func switch_scene_to_world() -> void: switch_scene(StartSceneTypes.WORLD)