fix: bootup problems resolved.

This commit is contained in:
tiger tiger tiger 2026-01-21 23:23:00 +01:00
parent 80eb4a727f
commit 99632f6043
10 changed files with 8 additions and 14 deletions

View File

@ -29,6 +29,8 @@ func get_ready():
pass pass
func play() -> String: func play() -> String:
for i in range(20):
await get_tree().process_frame
await get_ready() await get_ready()
await start_room() await start_room()
var next_room : StringName = await proceed var next_room : StringName = await proceed

View File

@ -16,9 +16,6 @@ func _ready():
elif item is StickyNote: elif item is StickyNote:
spawn_sticky_note((item as StickyNote).duplicate()) spawn_sticky_note((item as StickyNote).duplicate())
func _process(delta: float):
pass
func spawn_card(card: Card): func spawn_card(card: Card):
$cards.add_child(card) $cards.add_child(card)

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@ -70,10 +70,6 @@ func _navigate_prev():
func _ready() -> void: func _ready() -> void:
print("CardBoard.gd: %s._ready()" % self.name) print("CardBoard.gd: %s._ready()" % self.name)
super._ready() super._ready()
# HACK: Lets us debug more easily
if get_parent() == get_tree().root:
_debug_mode()
return
print("Board Ready!", self, "room", State.room) print("Board Ready!", self, "room", State.room)
State.room.card_board = self State.room.card_board = self

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@ -230,4 +230,3 @@ func pick_cards(id: Scenes.id):
await cards_picked await cards_picked
hide() hide()

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@ -30,6 +30,11 @@ var tween: Tween = null
func _ready() -> void: func _ready() -> void:
assert(note and frame and canvas_layer, "Interactable must have views and frame attached") assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
if interaction:
playable = interaction.instantiate() as Control
canvas_layer.add_child(playable)
view.scale = Vector3.ZERO view.scale = Vector3.ZERO
frame.modulate.a = 0.0 frame.modulate.a = 0.0
light.visible = false light.visible = false
@ -39,9 +44,6 @@ func _ready() -> void:
## To be called by room ## To be called by room
func pull_save_state() -> void: func pull_save_state() -> void:
if interaction:
playable = interaction.instantiate() as Control
canvas_layer.add_child(playable)
_update_caption() _update_caption()
# Check if this scene was already completed (for re-entering rooms) # Check if this scene was already completed (for re-entering rooms)
if playable is StoryPlayable: if playable is StoryPlayable:

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@ -1,10 +1,8 @@
extends Control extends Control
class_name Playable class_name Playable
func _ready() -> void: func _ready() -> void:
hide() hide()
if not Main.normal_boot:
play.call_deferred()
## Awaitable that encapsulates the core interaction with this Playable ## Awaitable that encapsulates the core interaction with this Playable