Files
mtd/main.gd

63 lines
2.0 KiB
GDScript

class_name Main
extends Node
signal loaded_scene
@export var scene: Node
@export var movies: Node
var game_manager: GameManager
var loaded: bool = false
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 load_main_menu() -> void:
load_scene(main_menu_scene_path)
await loaded_scene
if game_manager:
game_manager.queue_free()
game_manager = GameManager.new()
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()