127 lines
3.5 KiB
GDScript
127 lines
3.5 KiB
GDScript
extends Node
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var normal_boot : bool = false
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@export_file(".tscn") var youth_room_path: String
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@export_file(".tscn") var transition_room_path: String
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@export_file(".tscn") var adulthood_room_path: String
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@export_file(".tscn") var ending_path: String
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@onready var curtain: Curtain = %Curtain
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@onready var credits_roll: Control = %CreditsRoll
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@onready var main_menu: MainMenu = %MainMenu
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@onready var pause_menu: PauseMenu = %PauseMenu
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@onready var room_paths := {
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State.rooms.NULL: youth_room_path, # Maybe Draven story?
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State.rooms.YOUTH: youth_room_path,
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State.rooms.TRANSITION: transition_room_path,
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State.rooms.ADULTHOOD: adulthood_room_path,
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State.rooms.ENDING: ending_path
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}
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enum AppState {BOOT, MENU, PLAY, PAUSE, CREDITS}
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var state: AppState = AppState.BOOT:
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set(value):
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state = value
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print("main.gd: app_state changing to: %s" % str(state))
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match state:
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AppState.BOOT:
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credits_roll.hide()
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main_menu.hide()
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pause_menu.hide()
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AppState.MENU:
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credits_roll.hide()
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pause_menu.hide()
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await main_menu.execute()
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AppState.PLAY:
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credits_roll.hide()
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main_menu.hide()
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pause_menu.hide()
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AppState.PAUSE:
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credits_roll.hide()
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main_menu.hide()
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pause_menu.appear()
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AppState.CREDITS:
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main_menu.hide()
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pause_menu.hide()
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credits_roll.play()
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func _enter_tree() -> void:
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print("main.gd: _enter_tree()")
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func _ready() -> void:
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print("main.gd: _ready()")
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main_menu.continue_button.pressed.connect(func(): state = AppState.PLAY)
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main_menu.credits_button.pressed.connect(func(): state = AppState.CREDITS)
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#TODO: Load the last savegame(?)
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await %Loading.stop()
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if normal_boot:
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print("main.gd: normal boot (loading last save and showing main menu)")
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state = AppState.MENU
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else:
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print("main.gd: direct boot (hiding menus and entering main loop)")
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state = AppState.PLAY
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func start_game(save: SaveGame) -> void:
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print("main.gd: play_game()")
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var room_path := room_paths.get(save.current_room, youth_room_path) as String
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while room_path:
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await _load_room(room_path)
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room_path = await State.room.play()
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# Ending? Roll credits?
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func _load_room(scene_path: String) -> void:
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await curtain.close()
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%Loading.play()
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if State.room:
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State.room.unload()
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State.room.queue_free()
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State.room = null
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ResourceLoader.load_threaded_request(scene_path, "PackedScene", true)
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while true:
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await get_tree().process_frame
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var load_state := ResourceLoader.load_threaded_get_status(scene_path)
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match load_state:
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ResourceLoader.THREAD_LOAD_LOADED:
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var next_scene := ResourceLoader.load_threaded_get(scene_path) as PackedScene
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State.room = next_scene.instantiate() as Room
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get_tree().root.add_child(State.room)
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await get_tree().process_frame
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%Loading.stop()
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return
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ResourceLoader.THREAD_LOAD_FAILED:
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push_error("Failed to load room.")
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break
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assert(false, "Couldn't load room %s" % scene_path)
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var last_mode := DisplayServer.WINDOW_MODE_WINDOWED
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func _unhandled_input(event: InputEvent) -> void:
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#if event.is_action_type(): print_debug("Unhandled Input", event)
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if event.is_action_pressed("ui_pause"):
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state = AppState.PAUSE
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if not Engine.is_editor_hint():
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if event.is_action_pressed("toggle_fullscreen"):
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# I have no idea why I wrote thit as convoluted,
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# but it works(TM) so I am not gonna change it :D
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if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
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DisplayServer.window_set_mode(last_mode)
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else:
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last_mode = DisplayServer.window_get_mode()
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
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#endregion
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