ESC compiler rewrite
Splits the former ESC_Runner and ESC_Level_Runner into multiple dedicated managers. Authored-by: Dennis Ploeger <develop@dieploegers.de>
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@@ -15,98 +15,36 @@ var screen_ofs = Vector2(0, 0)
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onready var bg_music = $bg_music
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onready var scene_transition = $layers/curtain/scene_transition
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func _ready():
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$layers/wait_timer.connect("timeout", self, "_on_wait_finished")
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func set_scene(p_scene, run_events=true):
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"""
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Sets p_scene as current scene
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If run_events=true, plays the events defined in :setup event
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"""
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# Set the new current scene
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#
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# #### Parameters
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#
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# - p_scene: Current scene to set
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func set_scene(p_scene: Node):
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if !p_scene:
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escoria.logger.report_errors("main", ["Trying to set empty scene"])
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if current_scene != null:
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clear_scene()
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# get_node("/root").add_child(p_scene)
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add_child(p_scene)
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# Ensure we don't have a regular event running when changing scenes
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if escoria.esc_runner.running_event:
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assert(escoria.esc_runner.running_event.ev_name == "load")
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var events : Dictionary = {}
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if "esc_script" in p_scene and p_scene.esc_script and run_events:
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events = escoria.esc_compiler.load_esc_file(p_scene.esc_script)
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# # :setup is pretty much required in the code, but fortunately
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# # we can help out with cases where one isn't necessary otherwise
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# if not "setup" in events:
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# var fake_setup = escoria.esc_compiler.compile_str(":setup\n")
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# events["setup"] = fake_setup["setup"]
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#
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# escoria.esc_runner.run_event(events["setup"])
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# # We need to ensure that :setup event is finished before adding the next event.
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# var setup_done = false
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# while !setup_done:
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# var event_name = yield(escoria.esc_runner, "event_done")
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# if event_name == "setup":
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# setup_done = true
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#
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# # If scene was never visited, run "ready" event
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# if !escoria.esc_runner.scenes_cache.has(p_scene.global_id) \
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# and "ready" in events:
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# escoria.esc_runner.run_event(events["ready"])
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#
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move_child(p_scene, 0)
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set_current_scene(p_scene, run_events)
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set_camera_limits()
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return events
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func set_current_scene(p_scene, run_events=true):
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current_scene = p_scene
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$"/root".move_child(current_scene, 0)
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# Loading a save game must set the scene but not run events
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if "events_path" in current_scene and current_scene.events_path and run_events:
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if escoria.esc_runner.game:
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# Having a game with `:setup` means we must wait for it to finish
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if "setup" in escoria.esc_runner.game:
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if not escoria.esc_runner.running_event:
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escoria.logger.report_errors("main.gd:set_current_scene()", ["escoria.esc_runner.game has setup but no running_event"])
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if escoria.esc_runner.running_event.ev_name != "setup":
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escoria.logger.report_errors("main.gd:set_current_scene()", ["escoria.esc_runner.game has setup but it is not running: " + escoria.esc_runner.running_event.ev_name])
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yield(escoria.esc_runner, "event_done")
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else:
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escoria.esc_compiler.load_file(current_scene.events_path)
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# For a new game, we must run `:setup` if available
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# and wait for it to finish
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if "setup" in escoria.esc_runner.game:
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escoria.esc_runner.run_event(escoria.esc_runner.game["setup"])
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yield(escoria.esc_runner, "event_done")
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if not escoria.esc_runner.running_event:
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escoria.esc_runner.run_game()
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escoria.esc_runner.register_object("_scene", p_scene, true) # Force overwrite of global
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check_game_scene_methods()
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set_camera_limits()
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func clear_scene():
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if current_scene == null:
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return
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escoria.esc_runner.clear_current_action()
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escoria.esc_runner.clear_current_tool()
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# escoria.esc_runner.hover_clear_stack()
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# escoria.clear_inventory()
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escoria.action_manager.clear_current_action()
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escoria.action_manager.clear_current_tool()
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last_scene_global_id = current_scene.global_id
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escoria.esc_runner.set_global("ESC_LAST_SCENE", last_scene_global_id, true)
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get_node("/root").remove_child(current_scene)
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remove_child(current_scene)
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current_scene.free()
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current_scene = null
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@@ -116,9 +54,6 @@ func wait(params : Array, level):
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$layers/wait_timer.set_one_shot(true)
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$layers/wait_timer.start()
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func _on_wait_finished():
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escoria.esc_level_runner.finished(wait_level)
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func set_camera_limits(camera_limit_id : int = 0):
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var limits = {}
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