frame-of-mind/src/main.gd

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3.8 KiB
GDScript3
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extends Node3D
signal room_loaded
var has_stage: bool = false:
set(stage):
has_stage = stage
if in_game and has_stage:
in_game = false
_return_to_menu()
@export_file(".tscn") var youth_room_path: String
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@export_file(".tscn") var transition_room_path: String
@export_file(".tscn") var adulthood_room_path: String
@export_file(".tscn") var ending_path: String
@onready var main_menu:MainMenu = %"Main Menu"
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@onready var pause_menu = %PauseMenu
@onready var menu_animation: AnimationTree = %MenuAnimationTree
@onready var focus_forward = %"Main Menu"
var current_room_id: State.rooms
var in_game = false
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var current_room: RoomTemplate
var currently_loading_room: String = "":
set(path):
if path != "":
ResourceLoader.load_threaded_request(path, "PackedScene")
menu_animation["parameters/conditions/loading_done"] = false
menu_animation["parameters/conditions/load_save"] = true
else:
menu_animation["parameters/conditions/loading_done"] = true
menu_animation["parameters/conditions/load_save"] = false
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currently_loading_room = path
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# Called when the node enters the scene tree for the first time.
func _ready():
currently_loading_room = youth_room_path
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get_tree().tree_process_mode_changed.connect(pause_mode_changed)
func _process(_delta: float) -> void:
if currently_loading_room != "":
if ResourceLoader.load_threaded_get_status(currently_loading_room) == 3:
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current_room = ResourceLoader.load_threaded_get(youth_room_path).instantiate()
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print("add room")
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add_child(current_room)
move_child(current_room, 0)
currently_loading_room = ""
room_loaded.emit()
if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true):
State.stage_list = [self]
_return_to_menu()
$"Messe-Menue".show()
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if Input.is_action_just_pressed("ui_menu") and in_game:
toggle_pause_menu()
func toggle_pause_menu():
if not get_tree().paused:
get_tree().paused = true
var state_machine = menu_animation["parameters/playback"]
state_machine.travel("reveal_pause_menu")
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
get_tree().paused = false
var state_machine = menu_animation["parameters/playback"]
state_machine.travel("start_game")
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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func debug_youth():
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get_child(1).hide()
get_child(2).hide()
get_child(3).hide()
get_child(0).get_ready()
get_child(0).start()
func _return_to_menu():
State.active_save_game = null
menu_animation["parameters/conditions/start_game"] = false
State.pass_stage_to(main_menu)
currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
menu_animation["parameters/conditions/return_to_menu"] = true
await(get_tree().create_timer(0.5).timeout)
menu_animation["parameters/conditions/return_to_menu"] = false
_on_ready_to_unload()
func load_save(save: SaveGame):
#if currently_loading_room != "":
# await(room_loaded)
if save.current_room != current_room_id:
# TODO Prevent race condition from appearing when save is loaded while room is still loading.
currently_loading_room = get_room_path_from_id(save.current_room)
await(room_loaded)
menu_animation["parameters/conditions/start_game"] = true
State.active_save_game = save
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in_game = true
func _on_ready_to_unload():
if get_child(0) is Node3D:
get_child(0).free()
func get_room_path_from_id(id: State.rooms) -> String:
match id:
State.rooms.YOUTH, State.rooms.MENU, State.rooms.DRAVEN:
return youth_room_path
State.rooms.TRANSITION:
return transition_room_path
State.rooms.ADULTHOOD:
return adulthood_room_path
_:
return ending_path
func start_demo():
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#FIXME this causes the room to reload
#load_save(SaveGame.new())
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$DemoMenue.hide()
current_room.start_room()
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in_game = true
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func pause_mode_changed():
print(get_tree().paused)