mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-18 01:06:47 +01:00
168 lines
4.6 KiB
GDScript
168 lines
4.6 KiB
GDScript
extends Node
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class_name Main
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(int, "None", "Menu", "World") var start_scene = 1
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export(PackedScene) var menu_scene : PackedScene
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export(PackedScene) var world_scene : PackedScene
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export(PackedScene) var debug_camera_scene : PackedScene
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export(NodePath) var loading_screen_path : NodePath
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enum StartSceneTypes {
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NONE, MENU, WORLD
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}
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var _loading_screen : Node
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var current_scene : Node
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var current_character_file_name : String = ""
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var _modules : Array
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func _ready() -> void:
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_loading_screen = get_node(loading_screen_path)
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ProfileManager.load()
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ESS.load_entity_spawner()
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# ESS.resource_db = ESSResourceDBMap.new()
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ESS.resource_db = ESSResourceDBStatic.new()
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ESS.resource_db.remap_ids = true
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# ESS.load_all()
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initialize_modules()
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switch_scene(start_scene)
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func initialize_modules() -> void:
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_modules.clear()
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load_modules_at("res://")
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_modules.sort_custom(ModulePathSorter, "sort_ascending")
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for module in _modules:
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if module.has_method("load_module"):
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module.load_module()
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func load_modules_at(path : String) -> void:
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var dir = Directory.new()
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if dir.open(path) == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if file_name == "." or file_name == "..":
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file_name = dir.get_next()
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continue
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if dir.current_is_dir():
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if path == "res://":
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load_modules_at(path + file_name)
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else:
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load_modules_at(path + "/" + file_name)
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else:
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if file_name == "game_module.tres":
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var res : Resource = null
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if path == "res://":
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res = ResourceLoader.load(path + file_name)
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else:
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res = ResourceLoader.load(path + "/" + file_name)
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_modules.append(res)
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file_name = dir.get_next()
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else:
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print("An error occurred when trying to access the path: " + path)
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func switch_scene(scene : int) -> void:
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if current_scene != null:
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for s in get_tree().get_nodes_in_group("save"):
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if not s.has_method("save"):
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print(str(s) + " is in group save, but doesn't have save()!")
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continue
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s.save()
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current_scene.queue_free()
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remove_child(current_scene)
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WorldNumbers.clear()
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if scene == StartSceneTypes.MENU:
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var gs : Node = menu_scene.instance()
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add_child(gs)
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gs.owner = self
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current_scene = gs
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elif scene == StartSceneTypes.WORLD:
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var gs : Node = world_scene.instance()
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add_child(gs)
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gs.owner = self
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current_scene = gs
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if multiplayer.has_network_peer():# and get_tree().network_peer.get_connection_status() == NetworkedMultiplayerPeer.CONNECTION_CONNECTED:
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if multiplayer.is_network_server():
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gs.load_character(current_character_file_name)
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else:
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# var dc = debug_camera_scene.instance()
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#
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# gs.add_child(dc)
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# dc.owner = gs
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#
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gs.setup_client_seed(Server._cseed)
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var file_name : String = "user://characters/" + current_character_file_name
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var f : File = File.new()
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if f.open(file_name, File.READ) == OK:
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var data : String = f.get_as_text()
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f.close()
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Server.upload_character(data)
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else:
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gs.load_character(current_character_file_name)
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if current_scene.has_method("needs_loading_screen"):
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if current_scene.needs_loading_screen():
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show_loading_screen()
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func load_character(file_name : String) -> void:
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current_character_file_name = file_name
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switch_scene(StartSceneTypes.WORLD)
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func show_loading_screen() -> void:
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_loading_screen.show()
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func hide_loading_screen() -> void:
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_loading_screen.hide()
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class ModulePathSorter:
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static func sort_ascending(a, b):
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if a.resource_path < b.resource_path:
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return true
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return false
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