Fix: disable ESCGame inputs until signal room_ready is emitted (#582)

* Fix: disable ESCGame inputs until signal room_ready is emitted
* fix: add a new function to use in _input() to check for inputs

* Apply suggestions from code review
Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com>
Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
This commit is contained in:
Julian Murgia
2022-04-30 20:10:14 +02:00
committed by GitHub
parent 0414833c6d
commit 8a58aa7efc
4 changed files with 32 additions and 5 deletions

View File

@@ -38,6 +38,11 @@ export(NodePath) var ui_parent_control_node
# A reference to the node handling tooltips
var tooltip_node: Object
# Boolean indicating whether the game scene is ready to accept inputs
# from the player. This enables using escoria.is_ready_for_inputs() in _input()
# function of game.gd script.
var room_ready_for_inputs: bool = false
# Function called when ESCGame enters the scene tree.
func _enter_tree():
@@ -51,6 +56,12 @@ func _enter_tree():
self,
"_on_action_finished"
)
escoria.main.connect(
"room_ready",
self,
"_on_room_ready"
)
# Function called when ESCGame exits the scene tree.
@@ -447,3 +458,8 @@ func escoria_show_ui():
"esc_game.gd#escoria_show_ui",
["UI parent Control node not defined!"]
)
# Manage signal room_deady from main.gd.
func _on_room_ready():
room_ready_for_inputs = true

View File

@@ -389,3 +389,14 @@ func _handle_direct_scene_run() -> void:
if current_scene_root is ESCRoom:
escoria.object_manager.set_current_room(current_scene_root)
# Used by game.gd to determine whether the game scene is ready to take inputs
# from the _input() function. To do so, the current_scene must be set, the game
# scene must be set, and the game scene must've been notified that the room
# is ready.
#
# *Returns*
# true if game scene is ready for inputs
func is_ready_for_inputs() -> bool:
return escoria.main.current_scene and escoria.main.current_scene.game \
and escoria.main.current_scene.game.room_ready_for_inputs

View File

@@ -90,8 +90,8 @@ func set_scene_finish() -> void:
current_scene.visible = true
clear_previous_scene()
emit_signal("room_ready")
# Cleanup the previous scene if there was one.

View File

@@ -97,10 +97,10 @@ func _exit_tree():
func _input(event: InputEvent) -> void:
if escoria.main.current_scene and escoria.main.current_scene.game:
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
if escoria.is_ready_for_inputs():
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd