frame-of-mind/src/main.gd

120 lines
3.5 KiB
GDScript

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
@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"
@onready var menu_animation: AnimationTree = %MenuAnimationTree
@onready var focus_forward = %"Main Menu"
var current_room_id: State.rooms
var in_game = false
var current_loaded_room: Node3D
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
currently_loading_room = path
else:
menu_animation["parameters/conditions/loading_done"] = true
menu_animation["parameters/conditions/load_save"] = false
# Called when the node enters the scene tree for the first time.
func _ready():
currently_loading_room = youth_room_path
func _process(delta: float) -> void:
if currently_loading_room != "":
if ResourceLoader.load_threaded_get_status(currently_loading_room) == 3:
current_loaded_room = ResourceLoader.load_threaded_get(youth_room_path).instantiate()
add_child(current_loaded_room)
move_child(current_loaded_room, 0)
currently_loading_room = ""
room_loaded.emit()
if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true):
State.stage_list = [self]
_return_to_menu()
$"Messe-Menue".show()
func debug_youth():
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):
#if currently_loading_room != "":
# await(room_loaded)
if save.current_room != 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
State.pass_stage_to(get_child(0))
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:
State.rooms.YOUTH, State.rooms.MENU, State.rooms.DRAVEN:
return youth_room_path
State.rooms.TRANSITION:
return transition_room_path
State.rooms.ADULTHOOD:
return adulthood_room_path
_:
return ending_path
func start_demo():
load_save(SaveGame.new())
$"Messe-Menue".hide()
var last_mode := DisplayServer.WINDOW_MODE_WINDOWED
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_fullscreen"):
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(last_mode)
else:
last_mode = DisplayServer.window_get_mode()
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)