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

79 lines
2.0 KiB
GDScript

extends Node
class_name SceneReference
# State tracking
var started_sequences: int = 0
var completed_sequences: int = 0
var enabled_sequences: int = 255:
set(stuff): pass
## Returns true if a scene is currently playing.
var is_playing: bool = false
enum id {
NONE = -1,
YOUTH_DRAVEN,
YOUTH_CHILDHOOD,
YOUTH_VOICE_TRAINING,
YOUTH_JUI_JUTSU,
TRANSITION,
ADULT_DND,
ADULT_VOLUNTARY,
ADULT_AUTISM,
ADULT_EATING,
ADULT_SELF_ADVOCACY,
ADULT_THERAPY_VOLUNTEER,
ADULT_BURNOUT,
ADULT_THERAPY_UNI
}
signal scene_starting(scene_id: id, is_repeating: bool)
signal scene_finished(scene_id: id, is_repeating: bool)
signal player_enable(enabled: bool)
func _ready() -> void:
pass
# Called by CollectableUi when it starts playing a scene
func begin_sequence(scene_id: id, repeat: bool) -> void:
print(">>> Scenes.begin_sequence(%s)" % str(id))
is_playing = true
# Disable player movement during cutscenes
player_enable.emit(false)
started_sequences = started_sequences | (1 << scene_id)
# Emit signal for other systems (music, animations, etc.)
scene_starting.emit(scene_id, repeat)
# Called by CollectableUi when it finishes playing a scene
func end_sequence(scene_id: id, repeat: bool) -> void:
print(">>> Scenes.end_sequence(%s)" % str(id))
# Emit signal before clearing state
scene_finished.emit(scene_id, repeat)
# Mark as completed
completed_sequences = completed_sequences | (1 << scene_id)
is_playing = false
# Re-enable player movement after cutscene
player_enable.emit(true)
# TODO: put this in savegame into a "seen" array.
func is_sequence_repeating(index: int) -> bool:
return completed_sequences & (1 << index) > 0
func is_sequence_unlocked(index: id) -> bool:
return (1 << int(index)) & enabled_sequences > 0
func get_completed_total() -> int:
# https://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
var i: int = completed_sequences - ((completed_sequences >> 1) & 0x55555555);
i = (i & 0x33333333) + ((i >> 2) & 0x33333333);
i = (i + (i >> 4)) & 0x0F0F0F0F;
i *= 0x01010101;
return i >> 24;