change: replaced all bare print() statements with print_debug()
This commit is contained in:
parent
f8293f6974
commit
ffe4f4461c
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@ -5,5 +5,5 @@ func _ready() -> void:
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$MarkdownLabel.display_file("res://addons/markdownlabel/README.md")
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$MarkdownLabel.display_file("res://addons/markdownlabel/README.md")
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$MarkdownLabel.task_checkbox_clicked.connect(
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$MarkdownLabel.task_checkbox_clicked.connect(
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func(id: int, line: int, checked: bool, text: String) -> void:
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func(id: int, line: int, checked: bool, text: String) -> void:
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print("%s task #%d on line %d: %s" % ["Checked" if checked else "Unchecked", id, line, text])
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print_debug("%s task #%d on line %d: %s" % ["Checked" if checked else "Unchecked", id, line, text])
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)
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)
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@ -640,7 +640,7 @@ func _reset_escaped_chars(_text: String,code:=false) -> String:
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func _debug(string: String) -> void:
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func _debug(string: String) -> void:
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if not _debug_mode:
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if not _debug_mode:
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return
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return
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print(string)
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print_debug(string)
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func _denotes_fenced_code_block(line: String, character: String) -> bool:
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func _denotes_fenced_code_block(line: String, character: String) -> bool:
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var stripped_line := line.strip_edges()
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var stripped_line := line.strip_edges()
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@ -196,7 +196,7 @@ func scene_finished(id: Scenes.id, _repeat: bool):
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queue(\"RESET\")
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queue(\"RESET\")
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func play(anin_name: StringName = \"\", a: float = -1, b: float = 1, c: bool = false) -> void:
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func play(anin_name: StringName = \"\", a: float = -1, b: float = 1, c: bool = false) -> void:
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print(\"anim player accessed!\")
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print_debug(\"anim player accessed!\")
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super.play(anin_name, a, b, c)
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super.play(anin_name, a, b, c)
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func on_autism_done():
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func on_autism_done():
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@ -44,7 +44,7 @@ func _on_mouse_exited():
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has_mouse = false
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has_mouse = false
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func try_reveal(for_player: Player) -> bool:
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func try_reveal(for_player: Player) -> bool:
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print("reveal ui!")
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print_debug("reveal ui!")
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revealed = ui.try_reveal()
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revealed = ui.try_reveal()
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if revealed:
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if revealed:
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call_deferred("wait_for_ui_exit", for_player)
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call_deferred("wait_for_ui_exit", for_player)
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@ -5,7 +5,7 @@ func ready():
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body_exited.connect(notify_player_exit)
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body_exited.connect(notify_player_exit)
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func notify_player_entry(body: RigidBody3D):
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func notify_player_entry(body: RigidBody3D):
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print("Player entered Crouch area.")
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print_debug("Player entered Crouch area.")
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if body is Player:
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if body is Player:
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body.inside_crouch_volume.append(self)
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body.inside_crouch_volume.append(self)
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@ -96,12 +96,12 @@ func _rebuild():
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func try_scroll():
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func try_scroll():
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var forward_target: int
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var forward_target: int
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#print( "max lines: " + str(max_lines))
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#print_debug( "max lines: " + str(max_lines))
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#print( "current lines: " + str(label.get_character_line(label.visible_characters)))
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#print_debug( "current lines: " + str(label.get_character_line(label.visible_characters)))
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var visible_ratio: float = float(label.get_character_line(label.visible_characters)) / max_lines
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var visible_ratio: float = float(label.get_character_line(label.visible_characters)) / max_lines
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#print("Tried scrolling with ratio of %f. Comparing %f against %f" % [visible_ratio, label.size.y * visible_ratio - scroll_container.scroll_vertical, scroll_container.size.y * 0.9])
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#print_debug("Tried scrolling with ratio of %f. Comparing %f against %f" % [visible_ratio, label.size.y * visible_ratio - scroll_container.scroll_vertical, scroll_container.size.y * 0.9])
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if label.size.y * visible_ratio + scroll_container.scroll_vertical > scroll_container.size.y * 0.9:
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if label.size.y * visible_ratio + scroll_container.scroll_vertical > scroll_container.size.y * 0.9:
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if scroll_container.scroll_vertical + scroll_container.size.y * 0.9 < label.size.y:
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if scroll_container.scroll_vertical + scroll_container.size.y * 0.9 < label.size.y:
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@ -975,7 +975,7 @@ func scene_finished(id: Scenes.id, _repeat: bool):
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queue(\"RESET\")
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queue(\"RESET\")
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func play(anin_name: StringName = \"\", a: float = -1, b: float = 1, c: bool = false) -> void:
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func play(anin_name: StringName = \"\", a: float = -1, b: float = 1, c: bool = false) -> void:
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print(\"anim player accessed!\")
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print_debug(\"anim player accessed!\")
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super.play(anin_name, a, b, c)
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super.play(anin_name, a, b, c)
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"
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"
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@ -6,7 +6,7 @@ class_name ThemedButton extends Button
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@onready var lower_corner_decor := load("res://import/interface-elements/lower_corner.png")
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@onready var lower_corner_decor := load("res://import/interface-elements/lower_corner.png")
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func _ready() -> void:
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func _ready() -> void:
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print(owner)
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print_debug(owner)
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rebuild()
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rebuild()
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theme_changed.connect(rebuild)
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theme_changed.connect(rebuild)
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resized.connect(rebuild)
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resized.connect(rebuild)
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@ -34,7 +34,7 @@ func _process(delta: float) -> void:
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_on_beat()
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_on_beat()
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_last_beat_timing = sync_to.get_playback_position()
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_last_beat_timing = sync_to.get_playback_position()
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else:
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else:
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if not Engine.is_editor_hint(): print(time_left)
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if not Engine.is_editor_hint(): print_debug(time_left)
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func start(time_sec: float = 0, starting_beat: int = 0, starting_bar: int = 0, sync_to_playback:AudioStreamPlayback = null) -> void:
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func start(time_sec: float = 0, starting_beat: int = 0, starting_bar: int = 0, sync_to_playback:AudioStreamPlayback = null) -> void:
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if starting_bar == 0 and starting_beat > 0: starting_bar = starting_beat / beats_per_bar
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if starting_bar == 0 and starting_beat > 0: starting_bar = starting_beat / beats_per_bar
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@ -26,4 +26,4 @@ func create_bug_report():
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DisplayServer.clipboard_set(debug_text)
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DisplayServer.clipboard_set(debug_text)
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#print("mailto:support@polynormal.games?subject=Frame%20of%20Mind%20Demo%20-%20Bug%20Report&body=" + debug_text)
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#print_debug("mailto:support@polynormal.games?subject=Frame%20of%20Mind%20Demo%20-%20Bug%20Report&body=" + debug_text)
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@ -16,7 +16,7 @@ func _process(_delta):
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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if event is InputEventAction:
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if event is InputEventAction:
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print(event.action)
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print_debug(event.action)
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#func _unhandled_input(event):
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#func _unhandled_input(event):
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# viewport.push_input(event)
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# viewport.push_input(event)
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@ -38,7 +38,7 @@ func _on_input_event(_camera: Camera3D, event: InputEvent, pos: Vector3, _normal
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viewport.push_input(e)
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viewport.push_input(e)
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func _on_button_pressed():
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func _on_button_pressed():
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print("Button pressed")
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print_debug("Button pressed")
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func _on_line_edit_text_submitted(new_text):
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func _on_line_edit_text_submitted(new_text):
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print("Text submitted: ", new_text)
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print_debug("Text submitted: ", new_text)
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@ -56,7 +56,7 @@ func _ready() -> void:
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stream = AudioStreamPolyphonic.new()
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stream = AudioStreamPolyphonic.new()
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func play(from_position: float = 0.0):
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func play(from_position: float = 0.0):
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print("got called")
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print_debug("got called")
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super.play(from_position)
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super.play(from_position)
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self._play(from_position)
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self._play(from_position)
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@ -10,7 +10,7 @@ var has_stage: bool:
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start_room()
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start_room()
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@export var save_game:SaveGame = null
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var save_game:SaveGame = null
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signal proceed(next_scene_path: String)
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signal proceed(next_scene_path: String)
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@ -8,12 +8,12 @@ var current_room_path: String:
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@export var filepath: String:
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@export var filepath: String:
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set(value):
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set(value):
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print("Savegame: setting filepath: %s" % value)
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print_debug("Savegame: setting filepath: %s" % value)
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filepath = value
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filepath = value
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if _is_initialised:
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if _is_initialised:
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changed.emit()
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changed.emit()
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@export var unique_save_name: String = "frame_of_mind_%s_%s" % [Time.get_date_string_from_system(), Time.get_time_string_from_system().replace(":", "-")]:
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@export var unique_save_name: String = "frame_of_mind_%s_%s" % [Time.get_date_string_from_system(), Time.get_time_string_from_system().replace(":", "-")] + "-" + str(randi()):
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set(value):
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set(value):
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unique_save_name = value
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unique_save_name = value
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if _is_initialised: changed.emit()
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if _is_initialised: changed.emit()
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@ -75,24 +75,27 @@ func _init(initial_filepath = "") -> void:
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else:
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else:
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filepath = initial_filepath
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filepath = initial_filepath
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unique_save_name = initial_filepath.get_file()
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unique_save_name = initial_filepath.get_file()
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read_save_file()
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read_save_file()
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_is_initialised = true
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_is_initialised = true
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if not DirAccess.dir_exists_absolute(filepath.get_base_dir()):
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DirAccess.make_dir_absolute(filepath.get_base_dir())
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func read_save_file() -> void:
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func read_save_file() -> void:
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print_debug("Reading Savegame from: %s" % filepath)
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if not DirAccess.dir_exists_absolute(filepath.get_base_dir()):
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DirAccess.make_dir_absolute(filepath.get_base_dir())
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if filepath == "DEBUG":
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if filepath == "DEBUG":
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if OS.has_feature("debug") or OS.has_feature("demo"):
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if OS.has_feature("debug") or OS.has_feature("demo"):
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push_warning("Created DEBUG savegame. Progress will not be stored!")
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push_warning("Created DEBUG savegame. Progress will not be stored!")
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else:
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else:
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print(get_stack())
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print_debug(get_stack())
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push_error("Created DEBUG savegame outside of demo or debug environment. This is unintentional and will lead to data loss. Please contact support and attatch the stack above.")
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push_error("Created DEBUG savegame outside of demo or debug environment. This is unintentional and will lead to data loss. Please contact support and attatch the stack above.")
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#TODO maybe cause a crash here?
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#TODO maybe cause a crash here?
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return
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return
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if FileAccess.file_exists(filepath):
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if FileAccess.file_exists(filepath):
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print("Opening existing Savegame: %s" % filepath)
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print_debug("Opening existing Savegame: %s" % filepath)
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var file := FileAccess.open(filepath, FileAccess.READ)
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var file := FileAccess.open(filepath, FileAccess.READ)
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var raw_json := FileAccess.get_file_as_string(filepath)
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var raw_json := FileAccess.get_file_as_string(filepath)
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file.close()
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file.close()
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@ -152,7 +155,7 @@ func read_save_file() -> void:
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thumbnail = ImageTexture.create_from_image(tmp_img)
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thumbnail = ImageTexture.create_from_image(tmp_img)
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is_empty = false
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is_empty = false
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else:
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else:
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print("Creating empty Savegame: %s" % filepath)
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print_debug("Creating empty Savegame: %s" % filepath)
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is_valid = true
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is_valid = true
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func _get_save_dict() -> Dictionary:
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func _get_save_dict() -> Dictionary:
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@ -174,7 +177,7 @@ func save_to_file(screen_shot: Texture) -> void:
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return
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return
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if current_room == State.rooms.NULL:
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if current_room == State.rooms.NULL:
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print("Not saving empty savegame.")
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print_debug("Not saving empty savegame.")
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return
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return
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last_saved = int(Time.get_unix_time_from_system())
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last_saved = int(Time.get_unix_time_from_system())
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@ -190,7 +193,7 @@ func save_to_file(screen_shot: Texture) -> void:
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var thumbnail_path: String = "%s/thumbnails/%s.png" % [filepath.get_base_dir(), unique_save_name]
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var thumbnail_path: String = "%s/thumbnails/%s.png" % [filepath.get_base_dir(), unique_save_name]
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thumbnail_image.save_png(thumbnail_path)
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thumbnail_image.save_png(thumbnail_path)
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print(filepath.get_base_dir())
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print_debug(filepath.get_base_dir())
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var file := FileAccess.open(filepath, FileAccess.WRITE)
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var file := FileAccess.open(filepath, FileAccess.WRITE)
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file.store_string(JSON.stringify(_get_save_dict()))
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file.store_string(JSON.stringify(_get_save_dict()))
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file.close()
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file.close()
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@ -17,7 +17,7 @@ func _process(delta):
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func _on_scene_actors_animation_finished(anim_name):
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func _on_scene_actors_animation_finished(anim_name):
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print(\"yay\")
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print_debug(\"yay\")
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"
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"
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[sub_resource type="Shader" id="Shader_tcvor"]
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[sub_resource type="Shader" id="Shader_tcvor"]
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@ -19,10 +19,10 @@ func _on_pressed() -> void:
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script/source = "extends MenuButton
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script/source = "extends MenuButton
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func _ready() -> void:
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func _ready() -> void:
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mouse_entered.connect(func(id): print(\"mouse_entered\"))
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mouse_entered.connect(func(id): print_debug(\"mouse_entered\"))
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get_popup().id_pressed.connect(func(id): print(\"id_pressed\"))
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get_popup().id_pressed.connect(func(id): print_debug(\"id_pressed\"))
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get_popup().index_pressed.connect(func(id): print(\"id_pressed\"))
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get_popup().index_pressed.connect(func(id): print_debug(\"id_pressed\"))
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get_popup().id_focused.connect(func(id): print(\"id_focused\"))
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get_popup().id_focused.connect(func(id): print_debug(\"id_focused\"))
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"
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"
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@ -454,7 +454,7 @@ func _input(event):
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get_viewport().set_input_as_handled()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("ui_left"): # right to switch context to the right
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elif event.is_action_pressed("ui_left"): # right to switch context to the right
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print(try_select_nearest_card(selection_position, Vector2.LEFT))
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print_debug(try_select_nearest_card(selection_position, Vector2.LEFT))
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if focus_stickies:
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if focus_stickies:
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if current_context == NAVIGATE:
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if current_context == NAVIGATE:
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focus_stickies = false
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focus_stickies = false
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@ -114,7 +114,7 @@ signal has_burned
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burn_tween.tween_property(self, "burn_progress", 2.0, 2)
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burn_tween.tween_property(self, "burn_progress", 2.0, 2)
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burn_tween.tween_callback(_torch).set_delay(1.0)
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burn_tween.tween_callback(_torch).set_delay(1.0)
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burned.TORCHED:
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burned.TORCHED:
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print("Card %s has been burned." % HardCards.get_obscure_name(name))
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print_debug("Card %s has been burned." % HardCards.get_obscure_name(name))
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has_burned.emit()
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has_burned.emit()
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burn_state = burning
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burn_state = burning
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@ -27,7 +27,7 @@ var has_stage = false:
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var _input_locked = true
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var _input_locked = true
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var selection_state = INI:
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var selection_state = INI:
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set(state):
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set(state):
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print("Setting picker state to %s" % ["INI","CARDS","CARDS_SELECTED","TRANSITION","POSTS","POSTS_SELECTED","DONE"][state])
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print_debug("Setting picker state to %s" % ["INI","CARDS","CARDS_SELECTED","TRANSITION","POSTS","POSTS_SELECTED","DONE"][state])
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selection_state = state
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selection_state = state
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_input_locked = !(state == CARDS or state == POSTS)
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_input_locked = !(state == CARDS or state == POSTS)
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@ -173,7 +173,7 @@ func _input(event):
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func pick(id: int):
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func pick(id: int):
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print("%s picked card %s at id %d" % [name, options[id].text, id])
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print_debug("%s picked card %s at id %d" % [name, options[id].text, id])
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if id == -1:
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if id == -1:
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curr_selection_id = 0
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curr_selection_id = 0
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return
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return
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@ -200,11 +200,11 @@ func pick(id: int):
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options.erase(option)
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options.erase(option)
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anim_players[i].play("unshuffle")
|
anim_players[i].play("unshuffle")
|
||||||
anim_players.remove_at(i)
|
anim_players.remove_at(i)
|
||||||
print("Removed StickyNote %s from options pool" % HardCards.get_obscure_name(option.name))
|
print_debug("Removed StickyNote %s from options pool" % HardCards.get_obscure_name(option.name))
|
||||||
i += 1
|
i += 1
|
||||||
|
|
||||||
var winning_id
|
var winning_id
|
||||||
print("Randomly selected card %s" % HardCards.get_obscure_name(options[1].name))
|
print_debug("Randomly selected card %s" % HardCards.get_obscure_name(options[1].name))
|
||||||
if not (current_scene_id == Scenes.id.YOUTH_JUI_JUTSU and selection_state == CARDS_SELECTED):
|
if not (current_scene_id == Scenes.id.YOUTH_JUI_JUTSU and selection_state == CARDS_SELECTED):
|
||||||
randomize()
|
randomize()
|
||||||
# investigate if this fixes error on line 197
|
# investigate if this fixes error on line 197
|
||||||
|
|
@ -269,7 +269,7 @@ func handle_mouse_button(button_event: InputEventMouseButton, new_selection: Nod
|
||||||
var current_scene_id
|
var current_scene_id
|
||||||
func pick_cards(id: int, repeat: bool):
|
func pick_cards(id: int, repeat: bool):
|
||||||
current_scene_id = id
|
current_scene_id = id
|
||||||
print("Reached actor %s in sequence %s. Is%s repeating." % [name, Scenes.id.keys()[id], " not" if repeat else ""])
|
print_debug("Reached actor %s in sequence %s. Is%s repeating." % [name, Scenes.id.keys()[id], " not" if repeat else ""])
|
||||||
if not repeat:
|
if not repeat:
|
||||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||||
fill_card_slots(id)
|
fill_card_slots(id)
|
||||||
|
|
|
||||||
|
|
@ -29,7 +29,7 @@ class_name Collectable_Ui
|
||||||
$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "Collect Memento"
|
$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "Collect Memento"
|
||||||
@export var has_stage: bool = false:
|
@export var has_stage: bool = false:
|
||||||
set(focused):
|
set(focused):
|
||||||
print("set focus of card to ", focused)
|
print_debug("set focus of card to ", focused)
|
||||||
|
|
||||||
if has_stage == focused: return
|
if has_stage == focused: return
|
||||||
|
|
||||||
|
|
@ -127,7 +127,7 @@ func _yoink_focus():
|
||||||
State.transition_stage_to(self)
|
State.transition_stage_to(self)
|
||||||
|
|
||||||
func _on_pick_button_pressed():
|
func _on_pick_button_pressed():
|
||||||
print("card collected!")
|
print_debug("card collected!")
|
||||||
if not is_board:
|
if not is_board:
|
||||||
Scenes.start_sequence(scene)
|
Scenes.start_sequence(scene)
|
||||||
State.leave_stage(self)
|
State.leave_stage(self)
|
||||||
|
|
@ -140,7 +140,7 @@ func _on_pick_button_pressed():
|
||||||
|
|
||||||
|
|
||||||
func _on_skip_pressed():
|
func _on_skip_pressed():
|
||||||
print("Scene skipped!")
|
print_debug("Scene skipped!")
|
||||||
if scene != null:
|
if scene != null:
|
||||||
emit_signal("scene_skipped", 1)
|
emit_signal("scene_skipped", 1)
|
||||||
skipped = true
|
skipped = true
|
||||||
|
|
|
||||||
|
|
@ -232,7 +232,7 @@ func collect_memento():
|
||||||
is_collected = true
|
is_collected = true
|
||||||
|
|
||||||
func _on_skip_pressed():
|
func _on_skip_pressed():
|
||||||
print("Scene skipped!")
|
print_debug("Scene skipped!")
|
||||||
if scene != null:
|
if scene != null:
|
||||||
scene_skipped.emit(1)
|
scene_skipped.emit(1)
|
||||||
was_skipped = true
|
was_skipped = true
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@ class_name Player extends RigidBody3D
|
||||||
|
|
||||||
var has_stage: bool = false:
|
var has_stage: bool = false:
|
||||||
set(on_stage):
|
set(on_stage):
|
||||||
print("%s player controller take stage" % "True: " if on_stage else "false")
|
print_debug("%s player controller take stage" % "True: " if on_stage else "false")
|
||||||
if has_stage != on_stage:
|
if has_stage != on_stage:
|
||||||
if on_stage:
|
if on_stage:
|
||||||
has_stage = true
|
has_stage = true
|
||||||
|
|
@ -26,7 +26,7 @@ var has_stage: bool = false:
|
||||||
else:
|
else:
|
||||||
jitter_strength = 0
|
jitter_strength = 0
|
||||||
has_stage = false
|
has_stage = false
|
||||||
print("player controller %s take stage" % "did" if has_stage else "didn't")
|
print_debug("player controller %s take stage" % "did" if has_stage else "didn't")
|
||||||
sleeping = has_stage
|
sleeping = has_stage
|
||||||
|
|
||||||
@export var mouse_sensitivity: Vector2 = Vector2(6, 5)
|
@export var mouse_sensitivity: Vector2 = Vector2(6, 5)
|
||||||
|
|
@ -145,7 +145,7 @@ func _on_ray_entered(_area):
|
||||||
else:
|
else:
|
||||||
has_entered = false
|
has_entered = false
|
||||||
else:
|
else:
|
||||||
print("You are standing in front of a wall")
|
print_debug("You are standing in front of a wall")
|
||||||
|
|
||||||
func _on_ray_exited(area):
|
func _on_ray_exited(area):
|
||||||
if delay_passed and area is InteractiveSprite:
|
if delay_passed and area is InteractiveSprite:
|
||||||
|
|
|
||||||
|
|
@ -19,7 +19,7 @@ extends Control
|
||||||
}
|
}
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
print("main.gd: ready()")
|
print_debug("main.gd: ready()")
|
||||||
if State.room == null:
|
if State.room == null:
|
||||||
_open()
|
_open()
|
||||||
var path := await main_menu.execute()
|
var path := await main_menu.execute()
|
||||||
|
|
@ -101,7 +101,7 @@ func _close() -> void:
|
||||||
# current_room.queue_free()
|
# current_room.queue_free()
|
||||||
# State.onready_room = get_room_id_from_path(currently_loading_room)
|
# State.onready_room = get_room_id_from_path(currently_loading_room)
|
||||||
# current_room = ResourceLoader.load_threaded_get(currently_loading_room).instantiate()
|
# current_room = ResourceLoader.load_threaded_get(currently_loading_room).instantiate()
|
||||||
# print("add room")
|
# print_debug("add room")
|
||||||
# add_child(current_room)
|
# add_child(current_room)
|
||||||
# State.onready_room = State.rooms.NULL
|
# State.onready_room = State.rooms.NULL
|
||||||
# move_child(current_room, 0)
|
# move_child(current_room, 0)
|
||||||
|
|
@ -118,7 +118,7 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||||
toggle_pause_menu()
|
toggle_pause_menu()
|
||||||
|
|
||||||
func toggle_pause_menu():
|
func toggle_pause_menu():
|
||||||
print("Toggling pause menu")
|
print_debug("Toggling pause menu")
|
||||||
pass
|
pass
|
||||||
|
|
||||||
# if not get_tree().paused:
|
# if not get_tree().paused:
|
||||||
|
|
@ -205,7 +205,7 @@ func toggle_pause_menu():
|
||||||
# in_game = true
|
# in_game = true
|
||||||
#
|
#
|
||||||
#func pause_mode_changed():
|
#func pause_mode_changed():
|
||||||
# print(get_tree().paused)
|
# print_debug(get_tree().paused)
|
||||||
#
|
#
|
||||||
#var await_swap: bool = false
|
#var await_swap: bool = false
|
||||||
#func prepare_transition(scene_id: Scenes.id, _repeat):
|
#func prepare_transition(scene_id: Scenes.id, _repeat):
|
||||||
|
|
|
||||||
|
|
@ -58,7 +58,7 @@ func continue_sequence(former_actor: Object):
|
||||||
current_sequence_index += 1
|
current_sequence_index += 1
|
||||||
|
|
||||||
State.stage_list[0] = sequence_actors[current_sequence][current_sequence_index].get_object()
|
State.stage_list[0] = sequence_actors[current_sequence][current_sequence_index].get_object()
|
||||||
print(sequence_actors[current_sequence][current_sequence_index].get_object().name)
|
print_debug(sequence_actors[current_sequence][current_sequence_index].get_object().name)
|
||||||
|
|
||||||
State.stage_list[0].has_stage = true
|
State.stage_list[0].has_stage = true
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -12,8 +12,9 @@ class_name MainMenu extends Panel
|
||||||
# Internal Signals
|
# Internal Signals
|
||||||
signal _next_room(result: String)
|
signal _next_room(result: String)
|
||||||
|
|
||||||
|
|
||||||
func execute() -> String:
|
func execute() -> String:
|
||||||
print("main_menu.gd: execute()")
|
print_debug("main_menu.gd: execute()")
|
||||||
assert(is_node_ready(), "MainMenu node not ready yet! (???)")
|
assert(is_node_ready(), "MainMenu node not ready yet! (???)")
|
||||||
|
|
||||||
if State.save_game == null or State.save_game.current_room == 0:
|
if State.save_game == null or State.save_game.current_room == 0:
|
||||||
|
|
@ -29,11 +30,6 @@ func execute() -> String:
|
||||||
|
|
||||||
save_game_handle.visible = save_game_handle.has_existing_saves()
|
save_game_handle.visible = save_game_handle.has_existing_saves()
|
||||||
|
|
||||||
#if continue_button.visible:
|
|
||||||
# continue_button.grab_focus()
|
|
||||||
#else:
|
|
||||||
# new_game_button.grab_focus()
|
|
||||||
|
|
||||||
_activate()
|
_activate()
|
||||||
var result = await _next_room
|
var result = await _next_room
|
||||||
_deactivate()
|
_deactivate()
|
||||||
|
|
@ -42,7 +38,7 @@ func execute() -> String:
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
print("main_menu.gd: ready()")
|
print_debug("main_menu.gd: ready()")
|
||||||
_deactivate()
|
_deactivate()
|
||||||
|
|
||||||
continue_button.pressed.connect(_start_game)
|
continue_button.pressed.connect(_start_game)
|
||||||
|
|
@ -53,25 +49,29 @@ func _ready() -> void:
|
||||||
credits_button.pressed.connect(_choose.bind("credits")) #FIXME: Needs some other encoding, like path
|
credits_button.pressed.connect(_choose.bind("credits")) #FIXME: Needs some other encoding, like path
|
||||||
quit_button.pressed.connect(get_tree().quit)
|
quit_button.pressed.connect(get_tree().quit)
|
||||||
|
|
||||||
|
|
||||||
func _new_game() -> void:
|
func _new_game() -> void:
|
||||||
print("main_menu.gd: start_new_game()")
|
print_debug("main_menu.gd: start_new_game()")
|
||||||
State.save_game = SaveGame.new()
|
State.save_game = SaveGame.new()
|
||||||
_start_game()
|
_start_game()
|
||||||
|
|
||||||
|
|
||||||
func _start_game() -> void:
|
func _start_game() -> void:
|
||||||
print("main_menu.gd: _start_game()")
|
print_debug("main_menu.gd: _start_game()")
|
||||||
_next_room.emit(State.save_game.current_room_path)
|
_next_room.emit(State.save_game.current_room_path)
|
||||||
|
|
||||||
|
|
||||||
func _load_save_game() -> void:
|
func _load_save_game() -> void:
|
||||||
print("main_menu.gd: _load_save_game()")
|
print_debug("main_menu.gd: _load_save_game()")
|
||||||
var save: SaveGame = await save_game_handle.pick_save_slot()
|
var save: SaveGame = await save_game_handle.pick_save_slot()
|
||||||
_on_save_picked(save)
|
_on_save_picked(save)
|
||||||
|
|
||||||
|
|
||||||
func _choose(choice: String) -> void:
|
func _choose(choice: String) -> void:
|
||||||
print("main_menu.gd: _choose(", choice, ")")
|
print_debug("main_menu.gd: _choose(", choice, ")")
|
||||||
_next_room.emit(choice)
|
_next_room.emit(choice)
|
||||||
|
|
||||||
|
|
||||||
func _activate() -> void:
|
func _activate() -> void:
|
||||||
save_game_handle.visible = false
|
save_game_handle.visible = false
|
||||||
|
|
||||||
|
|
@ -80,6 +80,12 @@ func _activate() -> void:
|
||||||
child.modulate = Color.WHITE
|
child.modulate = Color.WHITE
|
||||||
child.mouse_filter = Control.MOUSE_FILTER_STOP
|
child.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||||
|
|
||||||
|
if continue_button.visible:
|
||||||
|
continue_button.grab_focus()
|
||||||
|
else:
|
||||||
|
new_game_button.grab_focus()
|
||||||
|
|
||||||
|
|
||||||
func _deactivate() -> void:
|
func _deactivate() -> void:
|
||||||
save_game_handle.visible = false
|
save_game_handle.visible = false
|
||||||
|
|
||||||
|
|
@ -88,8 +94,9 @@ func _deactivate() -> void:
|
||||||
child.modulate = Color.WEB_GRAY
|
child.modulate = Color.WEB_GRAY
|
||||||
child.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
child.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
|
||||||
|
|
||||||
func _on_save_picked(save: SaveGame):
|
func _on_save_picked(save: SaveGame):
|
||||||
print("main_menu.gd: _on_save_picked(", save, ")")
|
print_debug("main_menu.gd: _on_save_picked(", save, ")")
|
||||||
if (save != null):
|
if (save != null):
|
||||||
State.save_game = save
|
State.save_game = save
|
||||||
_next_room.emit("start_game")
|
_next_room.emit("start_game")
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue