extends Node class_name Main # Copyright (c) 2019-2020 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 export(int) var curent_style : int = 0 export(Array, PackedScene) var worlds : Array export(Array, Vector2) var world_scales : Array export(Array, PackedScene) var bodies : Array enum StartSceneTypes { NONE, MENU, WORLD } var _loading_screen : Node var current_scene : Node var current_character_file_name : String = "" var _modules : Array func _ready() -> void: _loading_screen = get_node(loading_screen_path) ProfileManager.load() ESS.load_entity_spawner() # ESS.resource_db = ESSResourceDBMap.new() ESS.resource_db = ESSResourceDBStatic.new() ESS.resource_db.remap_ids = true # ESS.load_all() initialize_modules() Settings.connect("setting_changed", self, "setting_changed") Settings.connect("settings_loaded", self, "settings_loaded") settings_loaded() switch_scene(start_scene) func setting_changed(section, key, value): if section == "debug" and key == "style": curent_style = value func settings_loaded(): curent_style = Settings.get_value("debug", "style") func initialize_modules() -> void: _modules.clear() load_modules_at("res://") _modules.sort_custom(ModulePathSorter, "sort_ascending") for module in _modules: if module.has_method("load_module"): module.load_module() func load_modules_at(path : String) -> void: var dir = Directory.new() if dir.open(path) == OK: dir.list_dir_begin() var file_name = dir.get_next() while file_name != "": if file_name == "." or file_name == "..": file_name = dir.get_next() continue if dir.current_is_dir(): if path == "res://": load_modules_at(path + file_name) else: load_modules_at(path + "/" + file_name) else: if file_name == "game_module.tres": var res : Resource = null if path == "res://": res = ResourceLoader.load(path + file_name) else: res = ResourceLoader.load(path + "/" + file_name) _modules.append(res) file_name = dir.get_next() else: print("An error occurred when trying to access the path: " + path) 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() var gs : Node = get_world().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() class ModulePathSorter: static func sort_ascending(a, b): if a.resource_path < b.resource_path: return true return false func get_world(): return worlds[curent_style] func get_world_scale(): return world_scales[curent_style] func get_body(): return bodies[curent_style]