Files
gymkhana-actions/addons/escoria-core/game/main.gd
Dennis Ploeger 746a724f5a ESC compiler rewrite
Splits the former ESC_Runner and ESC_Level_Runner into multiple dedicated managers. 
Authored-by: Dennis Ploeger <develop@dieploegers.de>
2021-06-04 16:12:42 +02:00

128 lines
3.9 KiB
GDScript

extends Node
# This script is basically the scene-switcher.
# Global id of the last scene the player was before current scene
var last_scene_global_id
# Current scene room being displayed
var current_scene
var wait_level
var screen_ofs = Vector2(0, 0)
# ESCBackgroundMusic node
onready var bg_music = $bg_music
onready var scene_transition = $layers/curtain/scene_transition
# Set the new current scene
#
# #### Parameters
#
# - p_scene: Current scene to set
func set_scene(p_scene: Node):
if !p_scene:
escoria.logger.report_errors("main", ["Trying to set empty scene"])
if current_scene != null:
clear_scene()
add_child(p_scene)
move_child(p_scene, 0)
current_scene = p_scene
check_game_scene_methods()
set_camera_limits()
func clear_scene():
if current_scene == null:
return
escoria.action_manager.clear_current_action()
escoria.action_manager.clear_current_tool()
remove_child(current_scene)
current_scene.free()
current_scene = null
func wait(params : Array, level):
wait_level = level
$layers/wait_timer.set_wait_time(float(params[0]))
$layers/wait_timer.set_one_shot(true)
$layers/wait_timer.start()
func set_camera_limits(camera_limit_id : int = 0):
var limits = {}
var scene_camera_limits = current_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 current_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.report_warning("main.gd:set_camera_limits()",
"No limit area! Using viewport.")
area.size = get_viewport().size
escoria.logger.info("Setting camera limits from scene ", [area])
limits = {
"limit_left": area.position.x,
"limit_right": area.position.x + area.size.x,
"limit_top": area.position.y,
"limit_bottom": area.position.y + area.size.y,
"set_default": true,
}
else:
limits = {
"limit_left": scene_camera_limits.position.x,
"limit_right": scene_camera_limits.position.x + scene_camera_limits.size.x,
"limit_top": scene_camera_limits.position.y,
"limit_bottom": scene_camera_limits.position.y + scene_camera_limits.size.y + screen_ofs.y * 2,
"set_default": true,
}
escoria.logger.info("Setting camera limits from parameter ", [scene_camera_limits])
current_scene.game.get_node("camera").set_limits(limits)
current_scene.game.get_node("camera").set_offset(screen_ofs * 2)
"""
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("_on_event_done"))