frame-of-mind/src/singletons/main/main.gd

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2.9 KiB
GDScript3
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extends Node
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var normal_boot : bool = false
@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 curtain: Curtain = %Curtain
@onready var credits_roll: Control = %CreditsRoll
@onready var main_menu: MainMenu = %MainMenu
@onready var pause_menu: PauseManu = %PauseMenu
@onready var room_paths := {
State.rooms.NULL: youth_room_path, # Maybe Draven story?
State.rooms.YOUTH: youth_room_path,
State.rooms.TRANSITION: transition_room_path,
State.rooms.ADULTHOOD: adulthood_room_path,
State.rooms.ENDING: ending_path
}
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enum AppState {BOOT, MENU, PLAY, PAUSE, CREDITS}
var app_state: AppState = AppState.BOOT:
set(value):
app_state = value
print_debug("main.gd: app_state changing to: %s" % str(app_state))
match app_state:
AppState.BOOT:
credits_roll.hide()
main_menu.hide()
pause_menu.hide()
AppState.MENU:
credits_roll.hide()
pause_menu.hide()
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await main_menu.execute()
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AppState.PLAY:
credits_roll.hide()
main_menu.hide()
pause_menu.hide()
AppState.PAUSE:
credits_roll.hide()
main_menu.hide()
pause_menu.show()
AppState.CREDITS:
main_menu.hide()
pause_menu.hide()
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credits_roll.play()
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func _enter_tree() -> void:
print_debug("main.gd: _enter_tree()")
func _ready() -> void:
print_debug("main.gd: _ready()")
await get_tree().process_frame
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main_menu.continue_button.pressed.connect(func(): app_state = AppState.PLAY)
main_menu.credits_button.pressed.connect(func(): app_state = AppState.CREDITS)
#TODO: Load the last savegame(?)
await %Loading.stop()
if normal_boot:
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print_debug("main.gd: normal boot (loading last save and showing main menu)")
app_state = AppState.MENU
else:
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print_debug("main.gd: direct boot (hiding menus and entering main loop)")
app_state = AppState.PLAY
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func start_game(save: SaveGame) -> void:
print_debug("main.gd: play_game()")
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var room_path := room_paths.get(save.current_room, youth_room_path) as String
await _load_room(room_path)
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await State.room.play()
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func _load_room(next_path: String) -> bool:
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await curtain.close()
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%Loading.play()
if State.room != null:
State.room.unload()
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State.room = null
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ResourceLoader.load_threaded_request(next_path, "PackedScene", true)
while true:
await get_tree().process_frame
var state := ResourceLoader.load_threaded_get_status(next_path)
match state:
ResourceLoader.THREAD_LOAD_LOADED:
var next_scene := ResourceLoader.load_threaded_get(youth_room_path) as PackedScene
State.room = next_scene.instantiate() as RoomTemplate
get_tree().root.add_child(State.room)
await get_tree().process_frame
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await State.room.get_ready()
%Loading.stop()
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return true
ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load room.")
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break
return false