broken_seals_roguelike/game/scenes/MainScene.gd

105 lines
3.0 KiB
GDScript

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(Vector2) var world_scale : Vector2
export(Array, PackedScene) var bodies : Array
export(int) var tile_size : int
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()
# var gs : Node = get_world().instance()
add_child(gs)
gs.owner = self
current_scene = gs
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 get_world():
return world_scene
func get_world_scale():
return world_scale
func body_get():
return bodies[randi() % bodies.size()]
func get_tile_size():
return tile_size