Files
gymkhana-actions/addons/escoria-core/game/main.gd

159 lines
5.2 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)
func _ready():
$layers/wait_timer.connect("timeout", self, "_on_wait_finished")
func set_scene(p_scene, run_events=true):
"""
Sets p_scene as current scene
If run_events=true, plays the events defined in :setup event
"""
if !p_scene:
escoria.report_errors("main", ["Trying to set empty scene"])
# Ensure we don't have a regular event running when changing scenes
if escoria.esc_runner.running_event:
assert(escoria.esc_runner.running_event.ev_name == "load")
if "esc_script" in p_scene and p_scene.esc_script and run_events:
var events = escoria.esc_compiler.load_esc_file(p_scene.esc_script)
# :setup is pretty much required in the code, but fortunately
# we can help out with cases where one isn't necessary otherwise
if not "setup" in events:
var fake_setup = escoria.esc_compiler.compile_str(":setup\n")
events["setup"] = fake_setup["setup"]
escoria.esc_runner.run_event(events["setup"])
# If scene was never visited, run "ready" event
if !escoria.esc_runner.scenes_cache.has(p_scene.global_id) \
and "ready" in events:
escoria.esc_runner.run_event(events["ready"])
if current_scene != null:
clear_scene()
# var game_scene =
get_node("/root").add_child(p_scene)
set_current_scene(p_scene, run_events)
set_camera_limits()
func set_current_scene(p_scene, run_events=true):
current_scene = p_scene
$"/root".move_child(current_scene, 0)
# Loading a save game must set the scene but not run events
if "events_path" in current_scene and current_scene.events_path and run_events:
if escoria.esc_runner.game:
# Having a game with `:setup` means we must wait for it to finish
if "setup" in escoria.esc_runner.game:
if not escoria.esc_runner.running_event:
escoria.report_errors("main.gd:set_current_scene()", ["escoria.esc_runner.game has setup but no running_event"])
if escoria.esc_runner.running_event.ev_name != "setup":
escoria.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])
yield(escoria.esc_runner, "event_done")
else:
escoria.esc_compiler.load_file(current_scene.events_path)
# For a new game, we must run `:setup` if available
# and wait for it to finish
if "setup" in escoria.esc_runner.game:
escoria.esc_runner.run_event(escoria.esc_runner.game["setup"])
yield(escoria.esc_runner, "event_done")
# Because 1) changing a scene and 2) having a scene become ready
# both call `set_current_scene`, we don't want to duplicate thing
if not escoria.esc_runner.running_event:
escoria.esc_runner.run_game()
escoria.esc_runner.register_object("_scene", p_scene, true) # Force overwrite of global
func clear_scene():
if current_scene == null:
return
escoria.esc_runner.clear_current_action()
escoria.esc_runner.clear_current_tool()
# escoria.esc_runner.hover_clear_stack()
# escoria.clear_inventory()
last_scene_global_id = current_scene.global_id
escoria.esc_runner.set_global("ESC_LAST_SCENE", last_scene_global_id, true)
get_node("/root").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 _on_wait_finished():
escoria.esc_level_runner.finished(wait_level)
func set_camera_limits():
var limits = {}
var scene_camera_limits = current_scene.camera_limits
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:
var pos = child.get_global_position()
var size : Vector2
if child.get_texture():
size = child.get_texture().get_size()
else:
size = child.rect_size
if child.rect_scale.x != 1 or child.rect_scale.y != 1:
size.x *= child.rect_scale.x
size.y *= child.rect_scale.y
area = area.expand(pos)
area = area.expand(pos + size)
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:
printt("No limit area! Using viewport")
area.size = get_viewport().size
printt("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,
}
printt("setting camera limits from parameter ", scene_camera_limits)
escoria.esc_runner.get_object("camera").set_limits(limits)
escoria.esc_runner.get_object("camera").set_offset(screen_ofs * 2)