Files
gymkhana-actions/addons/escoria-ui-9verbs/game.gd
Julian Murgia c86b802cbb Add show_menu and hide_menu ESC commands
Fixes godot-escoria/escoria-issues#48
Fix: tween was stopped_all before starting


Fix: reload locale from settings in ESCGame

Since main menu and pause menu are now loaded from ESCGame and not from escoria.gd, this must be done here.
Fix: small crash in load game

But save and load are broken at the moment...
Fix: check save and load after main menu changes


Required fixes


Fix: manage the game scene better in show and hide_menu


Enh: transition back in to the previous room if there was one


Fix a bug occurring where change_scene awaits forever for setup to end


Reworked change_scene and esc_room implementation to avoid yielding


Added a controller variable to allow new event run in events_manager


Don't empty the events queue if the running_event was interrupted


Fixed transitions and automatic transitions in change_scene

Added trace log level (for esc_compiler in particular)
Fixed various bugs in ESC scripts
Fix a bug where exit_scene happened multiple times where fast walking

Needed to clear the event queue
Fixes ready event was run because BYPASS_LAST_SCENE wrongly set


Inverted parameter "disable_automatic_transitions"

for change_scene, hide_menu, show_menu commands
Fix broken sched_event


Fixes as requested in PR
2021-11-11 22:20:58 +01:00

233 lines
6.2 KiB
GDScript
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extends ESCGame
"""
Implement methods to react to inputs.
- left_click_on_bg(position: Vector2)
- right_click_on_bg(position: Vector2)
- left_double_click_on_bg(position: Vector2)
- element_focused(element_id: String)
- element_unfocused()
- left_click_on_item(item_global_id: String, event: InputEvent)
- right_click_on_item(item_global_id: String, event: InputEvent)
- left_double_click_on_item(item_global_id: String, event: InputEvent)
- left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- inventory_item_focused(inventory_item_global_id: String)
- inventory_item_unfocused()
- open_inventory()
- close_inventory()
- mousewheel_action(direction: int)
- hide_ui()
- show_ui()
- pause_game()
- unpause_game()
- show_main_menu()
- hide_main_menu()
- _on_event_done(event_name: String)
"""
onready var verbs_menu = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/VerbsMargin/verbs_menu
onready var tooltip = $ui/Control/panel_down/VBoxContainer/MarginContainer\
/tooltip
onready var room_select = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/MainMargin/VBoxContainer/room_select
onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/InventoryMargin/inventory_ui
func _enter_tree():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false)
escoria.action_manager.connect(
"action_finished",
self,
"_on_action_finished"
)
var room_selector_parent = $ui/Control/panel_down/VBoxContainer\
/HBoxContainer/MainMargin/VBoxContainer
if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \
room_selector_parent.get_node_or_null("room_select") == null:
room_selector_parent.add_child(
preload(
"res://addons/escoria-core/ui_library/tools/room_select" +\
"/room_select.tscn"
).instance()
)
func _exit_tree():
escoria.action_manager.disconnect(
"action_finished",
self,
"_on_action_finished"
)
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.do(
"walk",
[escoria.main.current_scene.player.global_id, position],
true
)
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func right_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.do(
"walk",
[escoria.main.current_scene.player.global_id, position],
true
)
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func left_double_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.do(
"walk",
[escoria.main.current_scene.player.global_id, position, true],
true
)
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
## ITEM FOCUS ##
func element_focused(element_id: String) -> void:
var target_obj = escoria.object_manager.get_object(element_id).node
tooltip.set_target(target_obj.tooltip_name)
if escoria.action_manager.current_action != "use" \
and escoria.action_manager.current_tool == null:
if target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
func element_unfocused() -> void:
tooltip.clear()
## ITEMS ##
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [item_global_id, event], true)
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.do("item_right_click", [item_global_id, event], true)
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [item_global_id, event], true)
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [inventory_item_global_id, event])
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.do("item_right_click", [inventory_item_global_id, event])
func left_double_click_on_inventory_item(_inventory_item_global_id: String, _event: InputEvent) -> void:
pass
func inventory_item_focused(inventory_item_global_id: String) -> void:
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
tooltip.set_target(target_obj.tooltip_name)
if escoria.action_manager.current_action != "use" \
and escoria.action_manager.current_tool == null:
if target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action_inventory)
func inventory_item_unfocused() -> void:
tooltip.set_target("")
verbs_menu.unselect_actions()
func open_inventory():
pass
func close_inventory():
pass
func mousewheel_action(_direction: int):
pass
func hide_ui():
$ui/Control.hide()
verbs_menu.hide()
room_select.hide()
inventory_ui.hide()
tooltip.hide()
func show_ui():
$ui/Control.show()
verbs_menu.show()
room_select.show()
inventory_ui.show()
tooltip.show()
func _on_event_done(_event_name: String):
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func hide_main_menu():
if get_node(main_menu).visible:
get_node(main_menu).hide()
func show_main_menu():
if not get_node(main_menu).visible:
get_node(main_menu).show()
func unpause_game():
if get_node(pause_menu).visible:
get_node(pause_menu).hide()
escoria.object_manager.get_object("_camera").node.current = true
escoria.main.current_scene.game.show_ui()
escoria.main.current_scene.show()
escoria.set_game_paused(false)
func pause_game():
if not get_node(pause_menu).visible:
get_node(pause_menu).set_save_enabled(escoria.save_manager.save_enabled)
get_node(pause_menu).show()
escoria.object_manager.get_object("_camera").node.current = false
escoria.main.current_scene.game.hide_ui()
escoria.main.current_scene.hide()
escoria.set_game_paused(true)
func _on_MenuButton_pressed() -> void:
pause_game()
func _on_action_finished() -> void:
verbs_menu.unselect_actions()