wip: rough attempt at properly incorporating existing coroutines to correctly place room swapping.

This commit is contained in:
Duncan Brown
2022-03-31 18:40:10 -04:00
committed by Julian Murgia
parent c87e853ba6
commit 114ef2fc55
7 changed files with 78 additions and 54 deletions

View File

@@ -108,7 +108,7 @@ func register_object(object: ESCObject, room: ESCRoom = null, force: bool = fals
[
"Registering object with empty global_id.",
"Using node's full path as global_id: %s"
% object.node.global_id
% object.node.global_id
]
)

View File

@@ -268,7 +268,10 @@ func init_room(room: ESCRoom) -> void:
# #### Parameters
#
# - room: The ESCRoom to be initialized for use.
func _perform_script_events(room: ESCRoom):
#
# *Returns* ESCExecution.RC_OK when completed or the function's state in the
# case a coroutine is yielding.
func _perform_script_events(room: ESCRoom) -> int:
# If we're loading from a saved game, we don't want to run :setup or :ready
# as it could potentially alter the loaded save state; however, we still need
# to swap the scene in since it would ordinarily happen between :setup and
@@ -277,7 +280,7 @@ func _perform_script_events(room: ESCRoom):
and escoria.event_manager.get_running_event(
escoria.event_manager.CHANNEL_FRONT
).name == escoria.event_manager.EVENT_LOAD:
_make_new_room_visible(room)
escoria.main.set_scene_finish(room)
else:
# If the room was loaded from change_scene and automatic transitions
# are not disabled, do the transition out now
@@ -325,9 +328,20 @@ func _perform_script_events(room: ESCRoom):
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# Switch the rooms (resources are freed at end of change_scene and in
# clear_scene).
_make_new_room_visible(room)
escoria.main.set_scene_finish()
# We know the scene has been loaded. Make its global ID available for
# use by ESC script.
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_CURRENT_SCENE,
room.global_id,
true
)
# Clear queued resources
escoria.resource_cache.clear()
escoria.inputs_manager.hotspot_focused = ""
if room.enabled_automatic_transitions \
or (
@@ -386,20 +400,8 @@ func _perform_script_events(room: ESCRoom):
if escoria.main.current_scene != null else "",
true
)
# Switches the visibility of the "old" room and the "new" room.
#
# #### Parameters
#
# - room: The ESCRoom to be made visible in place of the current one.
func _make_new_room_visible(room: ESCRoom) -> void:
if is_instance_valid(escoria.main.current_scene) and room != escoria.main.current_scene:
escoria.main.current_scene.visible = false
#escoria.main.current_scene.z_index = -100
room.visible = true
#room.z_index = 0
return ESCExecution.RC_OK
# Runs the script event from the script attached, if any.

View File

@@ -14,6 +14,9 @@ var last_scene_global_id: String
# Current scene room being displayed
var current_scene: Node
# Scene that was previously the current scene.
var previous_scene: Node
# The Escoria context currently in wait state
var wait_level
@@ -37,46 +40,56 @@ func set_scene(p_scene: Node) -> void:
if !p_scene:
escoria.logger.report_errors("main", ["Trying to set empty scene"])
previous_scene = current_scene
if not p_scene.is_inside_tree():
# Set the scene's visiblity for :setup events if the new room is not the
# same one as the current room. Note that the room's
# _ready() method will ensure that the room is visible when
# :setup is complete.
# same one as the current room.
if not _is_same_scene(current_scene, p_scene):
p_scene.visible = false
#p_scene.z_index = -100
escoria.object_manager.set_current_room(p_scene)
add_child(p_scene)
# This actually moves the scene closest to the root node, but will
# still be drawn behind the next node, which should be the previous
# room.
move_child(p_scene, 0)
if current_scene != null:
clear_scene()
current_scene = p_scene
check_game_scene_methods()
set_camera_limits()
# Completes the room swap and should be called by the room manager at the
# appropriate time.
func set_scene_finish() -> void:
current_scene.visible = true
if previous_scene != null:
clear_scene()
emit_signal("room_ready")
# Cleanup the current scene
# Cleanup the previous scene
func clear_scene() -> void:
if current_scene == null:
if previous_scene == null:
return
escoria.action_manager.clear_current_action()
escoria.action_manager.clear_current_tool()
if escoria.game_scene.get_parent() == current_scene:
current_scene.remove_child(escoria.game_scene)
if escoria.game_scene.get_parent() == previous_scene:
previous_scene.remove_child(escoria.game_scene)
current_scene.get_parent().remove_child(current_scene)
previous_scene.visible = false
previous_scene.get_parent().remove_child(previous_scene)
current_scene.queue_free()
current_scene = null
previous_scene.queue_free()
previous_scene = null
# Triggered, when the wait has finished

View File

@@ -180,7 +180,6 @@ pause_mode = 1
script = ExtResource( 5 )
global_id = "trigger_talk"
esc_script = "res://game/rooms/room01/esc/trigger.esc"
is_trigger = true
player_orients_on_arrival = false
dialog_color = Color( 1, 1, 1, 1 )
animations = null

View File

@@ -13,23 +13,23 @@
[ext_resource path="res://game/rooms/room02/floor4.png" type="Texture" id=14]
[ext_resource path="res://game/rooms/room02/floor2.png" type="Texture" id=15]
[sub_resource type="NavigationPolygon" id=4]
[sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 10, 378, 86, 337, 88, 374, 8, 545, 121, 355, 488, 354, 409, 546, 1184, 373, 1185, 343, 1272, 393, 1272, 548, 875, 546, 802, 357, 1161, 358 )
polygons = [ PoolIntArray( 0, 1, 2, 3 ), PoolIntArray( 4, 5, 6, 3, 2 ), PoolIntArray( 7, 8, 9, 10 ), PoolIntArray( 10, 11, 12, 13, 7 ) ]
outlines = [ PoolVector2Array( 121, 355, 488, 354, 409, 546, 8, 545, 10, 378, 86, 337, 88, 374 ), PoolVector2Array( 802, 357, 875, 546, 1272, 548, 1272, 393, 1185, 343, 1184, 373, 1161, 358 ) ]
[sub_resource type="NavigationPolygon" id=5]
[sub_resource type="NavigationPolygon" id=2]
vertices = PoolVector2Array( 10, 378, 88, 335, 86, 373, 8, 542, 1185, 374, 1185, 343, 1270, 395, 1272, 545, 114, 355, 1161, 357 )
polygons = [ PoolIntArray( 0, 1, 2, 3 ), PoolIntArray( 4, 5, 6 ), PoolIntArray( 6, 7, 3, 4 ), PoolIntArray( 8, 9, 4, 3, 2 ) ]
outlines = [ PoolVector2Array( 88, 335, 86, 373, 114, 355, 1161, 357, 1185, 374, 1185, 343, 1270, 395, 1272, 545, 8, 542, 10, 378 ) ]
[sub_resource type="RectangleShape2D" id=6]
[sub_resource type="RectangleShape2D" id=3]
extents = Vector2( 39, 39.5 )
[sub_resource type="RectangleShape2D" id=7]
[sub_resource type="RectangleShape2D" id=4]
extents = Vector2( 39, 39.5 )
[sub_resource type="Animation" id=1]
[sub_resource type="Animation" id=5]
length = 0.001
tracks/0/type = "value"
tracks/0/path = NodePath("ESCBackground/Floor1:position")
@@ -80,8 +80,7 @@ tracks/3/keys = {
"values": [ Vector2( 786, 650 ) ]
}
[sub_resource type="Animation" id=3]
resource_name = "bridge_close"
[sub_resource type="Animation" id=6]
length = 1.6
tracks/0/type = "value"
tracks/0/path = NodePath("ESCBackground/Floor1:position")
@@ -132,8 +131,7 @@ tracks/3/keys = {
"values": [ Vector2( 696, 650 ), Vector2( 696, 650 ), Vector2( 696, 450 ) ]
}
[sub_resource type="Animation" id=2]
resource_name = "bridge_open"
[sub_resource type="Animation" id=7]
length = 1.6
tracks/0/type = "value"
tracks/0/path = NodePath("ESCBackground/Floor1:position")
@@ -316,11 +314,11 @@ debug_mode = 1
[node name="bridge_open" type="NavigationPolygonInstance" parent="walkable_area"]
visible = false
navpoly = SubResource( 4 )
navpoly = SubResource( 1 )
[node name="bridge_closed" type="NavigationPolygonInstance" parent="walkable_area"]
visible = false
navpoly = SubResource( 5 )
navpoly = SubResource( 2 )
enabled = false
[node name="button_left" type="Area2D" parent="."]
@@ -337,7 +335,7 @@ animations = null
[node name="CollisionShape2D" type="CollisionShape2D" parent="button_left"]
position = Vector2( 370, 190.5 )
shape = SubResource( 6 )
shape = SubResource( 3 )
[node name="ESCLocation" type="Position2D" parent="button_left"]
position = Vector2( 369, 375 )
@@ -357,7 +355,7 @@ animations = null
[node name="CollisionShape2D" type="CollisionShape2D" parent="button_right2"]
position = Vector2( 911, 190.5 )
shape = SubResource( 7 )
shape = SubResource( 4 )
[node name="ESCLocation" type="Position2D" parent="button_right2"]
position = Vector2( 914, 378 )
@@ -372,9 +370,9 @@ animations = null
[node name="AnimationPlayer" type="AnimationPlayer" parent="bridge"]
root_node = NodePath("../..")
anims/RESET = SubResource( 1 )
anims/bridge_close = SubResource( 3 )
anims/bridge_open = SubResource( 2 )
anims/RESET = SubResource( 5 )
anims/bridge_close = SubResource( 6 )
anims/bridge_open = SubResource( 7 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="bridge"]
shape = SubResource( 8 )

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@@ -4,4 +4,4 @@ say player "Fade black"
transition fade_black out
wait 1
transition fade_black in
accept_input ALL
accept_input ALL

View File

@@ -319,6 +319,16 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd"
}, {
"base": "Reference",
"class": "ESCRoomObjects",
"language": "GDScript",
"path": "res://addons/escoria-core/game/core-scripts/esc/types/esc_room_objects.gd"
}, {
"base": "Reference",
"class": "ESCRoomObjectsKey",
"language": "GDScript",
"path": "res://addons/escoria-core/game/core-scripts/esc/types/esc_room_objects_key.gd"
}, {
"base": "Resource",
"class": "ESCSaveGame",
"language": "GDScript",
@@ -632,6 +642,8 @@ _global_script_class_icons={
"ESCResourceDescriptor": "",
"ESCRoom": "res://addons/escoria-core/design/esc_room.svg",
"ESCRoomManager": "",
"ESCRoomObjects": "",
"ESCRoomObjectsKey": "",
"ESCSaveGame": "",
"ESCSaveManager": "",
"ESCSaveSettings": "",
@@ -745,7 +757,7 @@ ui/game_scene="res://addons/escoria-ui-9verbs/game.tscn"
ui/dialogs_chooser="res://addons/escoria-core/ui_library/dialogs/text_dialog_chooser.tscn"
sound/speech_folder="res://game/speech"
sound/speech_extension="ogg"
ui/default_transition="curtain"
ui/default_transition="instant"
ui/transition_paths=[ "res://addons/escoria-core/game/scenes/transitions/shaders/" ]
ui/inventory_item_size=Vector2( 72, 72 )
debug/enable_room_selector=true
@@ -767,7 +779,7 @@ main/game_migration_path=""
esc_show_debug_prompt={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777245,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777245,"unicode":0,"echo":false,"script":null)
]
}
switch_action_verb={