frame-of-mind/src/main.gd

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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
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@onready var state_machine = menu_animation["parameters/playback"]
@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():
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currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
main_menu.start_game.connect(load_save)
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main_menu.roll_credits.connect(func(): state_machine.travel("credits_roll"))
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get_tree().tree_process_mode_changed.connect(pause_mode_changed)
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await get_tree().process_frame
State.pass_stage_to(main_menu)
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Scenes.scene_starting.connect(prepare_transition)
Scenes.scene_finished.connect(transition)
func _process(_delta: float) -> void:
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if currently_loading_room != "" and not await_swap:
if ResourceLoader.load_threaded_get_status(currently_loading_room) == 3:
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if not current_room == null:
current_room.queue_free()
current_room = ResourceLoader.load_threaded_get(currently_loading_room).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()
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if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true):
State.stage_list = [self]
_return_to_menu()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEvent and in_game:
if event.is_action_pressed("ui_menu"):
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")
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if State.stage_list[0] is Player:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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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):
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if currently_loading_room != "":
await(room_loaded)
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if get_room_path_from_id(save.current_room) != get_room_path_from_id(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
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current_room.start_room()
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:
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State.rooms.YOUTH, State.rooms.NULL:
return youth_room_path
State.rooms.TRANSITION:
return transition_room_path
State.rooms.ADULTHOOD:
return adulthood_room_path
_:
return ending_path
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func start_demo():
#FIXME this causes the room to reload
#load_save(SaveGame.new())
current_room.start_room()
in_game = true
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func pause_mode_changed():
print(get_tree().paused)
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var await_swap: bool = false
func prepare_transition(scene_id: Scenes.id, _repeat):
if scene_id == Scenes.id.TRANSITION:
#FIXME: this does not need to be part of the sequence
await(get_tree().process_frame)
current_room.prepare_transition()
await_swap = true
currently_loading_room = get_room_path_from_id(State.rooms.TRANSITION)
func transition(scene_id: Scenes.id, _repeat):
if scene_id == Scenes.id.TRANSITION:
State.reset_focus()
await_swap = false
await room_loaded
State.queue_for_stage(current_room)
Scenes.end_current_sequence()