Files
gymkhana-actions/addons/escoria-core/game/main.gd
2022-07-10 18:40:30 +00:00

264 lines
7.7 KiB
GDScript

# Escoria main room handling and scene switcher
extends Node
# This script is basically the scene-switcher.
# Signal sent when the room is loaded and ready.
signal room_ready
# Global id of the last scene the player was before current scene
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
# Reference to the scene transition node
onready var scene_transition: ESCTransitionPlayer
# Connect the wait timer event
func _ready() -> void:
scene_transition = ESCTransitionPlayer.new()
$layers/curtain.add_child(scene_transition)
$layers/wait_timer.connect("timeout", self, "_on_wait_finished")
func _exit_tree():
$layers/curtain.remove_child(scene_transition)
scene_transition.queue_free()
# Set current scene
#
# #### Parameters
#
# - p_scene: Scene to set
func set_scene(p_scene: Node) -> void:
if !p_scene:
escoria.logger.error(
self,
"Can't change to an empty scene. Please specify the scene name."
)
previous_scene = current_scene
if is_instance_valid(previous_scene):
_disable_collisions()
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.
if not _is_same_scene(current_scene, p_scene):
p_scene.visible = false
escoria.object_manager.set_current_room(p_scene)
add_child(p_scene)
# In cases where the room being created doesn't return because of a
# coroutine, finish_current_scene_init() will already have been called
# and so we don't want to risk repeating ourselves.
if p_scene == current_scene:
return
# 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)
current_scene = p_scene
# Only called by the room manager in the case where it hasn't executed a
# coroutine prior to calling set_scene_finish().
#
# ### Parameters
#
# - p_scene: The scene currently being initialized by set_scene.
func finish_current_scene_init(p_scene: Node) -> void:
if is_a_parent_of(p_scene):
move_child(p_scene, 0)
current_scene = p_scene
# Completes the room swap and should be called by the room manager at the
# appropriate time.
func set_scene_finish() -> void:
# Final check for the critical game scene's existence.
check_game_scene_methods()
# Make our new scene visible.
current_scene.visible = true
clear_previous_scene()
emit_signal("room_ready")
# Cleanup the previous scene if there was one.
func clear_previous_scene() -> void:
if previous_scene == null:
return
escoria.action_manager.clear_current_action()
escoria.action_manager.clear_current_tool()
if escoria.game_scene.get_parent() == previous_scene:
previous_scene.remove_child(escoria.game_scene)
previous_scene.visible = false
previous_scene.get_parent().remove_child(previous_scene)
previous_scene.queue_free()
previous_scene = null
# Triggered, when the wait has finished
func _on_wait_finished() -> void:
escoria.esc_level_runner.finished(wait_level)
# Set the camera limits
#
# #### Parameters
#
# * camera_limits_id: The id of the room's camera limits to set
# * scene: The scene to set the camera limits for. We make this optional since
# most times it'll be current_scene that needs setting; however, e.g. when
# starting up Escoria, we might not have already set the current_scene.
func set_camera_limits(camera_limit_id: int = 0, scene: Node = current_scene) -> void:
var limits = {}
var last_available_camera_limit = scene.camera_limits.size() - 1
if camera_limit_id > last_available_camera_limit:
escoria.logger.error(
self,
"Camera limit %d requested. Last available camera limit is %d." % [
camera_limit_id,
last_available_camera_limit
]
)
var scene_camera_limits = scene.camera_limits[camera_limit_id]
if scene_camera_limits.size.x == 0 and scene_camera_limits.size.y == 0:
var area = Rect2()
for child in scene.get_children():
if child is ESCBackground:
area = child.get_full_area_rect2()
break
# if the background is smaller than the viewport, we want the camera
# to stick centered on the background
if area.size.x == 0 or area.size.y == 0 \
or area.size < get_viewport().size:
escoria.logger.warn(
self,
"Defined camera is smaller than the viewport. Using viewport size."
)
area.size = get_viewport().size
escoria.logger.info(
self,
"Setting camera limits from scene " + area
)
limits = ESCCameraLimits.new(
area.position.x,
area.position.x + area.size.x,
area.position.y,
area.position.y + area.size.y
)
else:
limits = ESCCameraLimits.new(
scene_camera_limits.position.x,
scene_camera_limits.position.x + \
scene_camera_limits.size.x,
scene_camera_limits.position.y,
scene_camera_limits.position.y + \
scene_camera_limits.size.y
)
escoria.logger.info(
self,
"Setting camera limits using configured parameters " + str(scene_camera_limits)
)
escoria.object_manager.get_object(
escoria.object_manager.CAMERA
).node.set_limits(limits)
func save_game(p_savegame_res: Resource) -> void:
p_savegame_res.main = {
ESCSaveGame.MAIN_LAST_SCENE_GLOBAL_ID_KEY: last_scene_global_id,
ESCSaveGame.MAIN_CURRENT_SCENE_FILENAME_KEY: current_scene.filename \
if current_scene != null \
else "No current scene (not loaded yet)"
}
# Sanity check that the game.tscn scene's root node script MUST
# implement the following methods. If they do not exist, stop immediately.
# Implement them, even if empty
func check_game_scene_methods():
assert(current_scene.game.has_method("left_click_on_bg"))
assert(current_scene.game.has_method("right_click_on_bg"))
assert(current_scene.game.has_method("left_double_click_on_bg"))
assert(current_scene.game.has_method("element_focused"))
assert(current_scene.game.has_method("element_unfocused"))
assert(current_scene.game.has_method("left_click_on_item"))
assert(current_scene.game.has_method("right_click_on_item"))
assert(current_scene.game.has_method("left_double_click_on_item"))
assert(current_scene.game.has_method("open_inventory"))
assert(current_scene.game.has_method("close_inventory"))
assert(current_scene.game.has_method("left_click_on_inventory_item"))
assert(current_scene.game.has_method("right_click_on_inventory_item"))
assert(current_scene.game.has_method("left_double_click_on_inventory_item"))
assert(current_scene.game.has_method("inventory_item_focused"))
assert(current_scene.game.has_method("inventory_item_unfocused"))
assert(current_scene.game.has_method("mousewheel_action"))
assert(current_scene.game.has_method("hide_ui"))
assert(current_scene.game.has_method("show_ui"))
assert(current_scene.game.has_method("escoria_hide_ui"))
assert(current_scene.game.has_method("escoria_show_ui"))
assert(current_scene.game.has_method("_on_event_done"))
# Determines whether two scenes represent the same room.
#
# ### Parameters
#
# - scene_1: Scene to be compared.
# - scene_2: Other scene to be compared.
#
# **Returns** true iff the two scenes represent the same room.
func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
if scene_1 is ESCRoom and scene_2 is ESCRoom:
return scene_1.global_id == scene_2.global_id
return false
# Disable collisions in the previous scene so if we have two scenes in the same
# game tree, collisions won't result.
func _disable_collisions() -> void:
var items_to_disable = previous_scene.get_tree().get_nodes_in_group(ESCItem.GROUP_ITEM_CAN_COLLIDE)
for item in items_to_disable:
if is_instance_valid(item.collision):
item.collision.disabled = true
if item is Area2D:
item.monitoring = false
item.monitorable = false