Files
Decked-Out-Defense/main.gd

87 lines
3.2 KiB
GDScript

class_name Main
extends Node
signal loaded_scene
@export var scene: Node
@export var ui_viewport: SubViewport
@export var movies: Node
var game_manager: GameManager
var loaded: bool = false
var UILayer: CanvasLayer
var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
func _ready() -> void:
Engine.max_fps = 60
UILayer = CanvasLayer.new()
UILayer.layer = 2
ui_viewport.add_child.call_deferred(UILayer)
var version_label: Label = Label.new()
var version: String = ProjectSettings.get_setting("application/config/version")
version_label.text = "WORK IN PROGRESS | ALPHA - VERSION " + version + " | PLAYTEST"
version_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
version_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
version_label.theme_type_variation = "VersionLabel"
#version_label.add_theme_font_size_override("font_size", 18)
#version_label.add_theme_color_override("font_color", Color(0.85, 0.85, 0.85, 0.7))
version_label.set_anchors_preset(Control.PRESET_TOP_WIDE)
UILayer.add_child(version_label)
Input.set_custom_mouse_cursor(load("res://Assets/Textures/cursor_none.png"), Input.CURSOR_ARROW, Vector2(9, 6))
Input.set_custom_mouse_cursor(load("res://Assets/Textures/bracket_b_vertical.png"), Input.CURSOR_IBEAM, Vector2(16, 16))
func load_main_menu() -> void:
load_scene(main_menu_scene_path)
await loaded_scene
if game_manager:
game_manager.queue_free()
game_manager = GameManager.new()
game_manager.name = "GameManager"
game_manager.root_scene = scene
game_manager.UILayer = UILayer
add_child(game_manager)
game_manager.switch_to_main_menu.connect(load_main_menu)
game_manager.switch_to_single_player.connect(load_singleplayer)
game_manager.switch_to_multi_player.connect(load_multiplayer)
var main_menu: MainMenu = scene.get_child(0) as MainMenu
main_menu.multiplayer_game_requested.connect(load_multiplayer)
main_menu.singleplayer_game_requested.connect(load_singleplayer)
main_menu.game = game_manager
func load_singleplayer() -> void:
load_scene(singleplayer_lobby_scene_path)
await loaded_scene
var single_player_lobby: SinglePlayerLobby = scene.get_child(0) as SinglePlayerLobby
single_player_lobby.game_manager = game_manager
single_player_lobby.setup_game()
func load_multiplayer() -> void:
load_scene(multiplayer_lobby_scene_path)
await loaded_scene
var multi_player_lobby: MultiplayerLobby = scene.get_child(0) as MultiplayerLobby
multi_player_lobby.game_manager = game_manager
func load_scene(scene_path: String) -> void:
ResourceLoader.load_threaded_request(scene_path)
for node: Node in scene.get_children():
node.queue_free()
var progress: Array = [0.0]
while progress[0] < 1.0:
await get_tree().process_frame
ResourceLoader.load_threaded_get_status(scene_path, progress)
if progress[0] >= 1.0:
var new_scene: PackedScene = ResourceLoader.load_threaded_get(scene_path)
if movies:
movies.queue_free()
movies = null
$CanvasLayer.visible = true
scene.add_child(new_scene.instantiate())
loaded_scene.emit()