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Boat-Battle/godot_ship/script/game/Main.gd

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2.8 KiB
GDScript3
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extends Control
# Scenes
onready var title_screen = preload("res://scenes/Title Screen.tscn")
onready var gameplay = preload("res://scenes/Gameplay.tscn" )
onready var options = preload("res://scenes/Options.tscn" )
onready var debug_menu = preload("res://scenes/Debug Menu.tscn" )
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var power_saving = true
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var debug_enabled = true
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var start_fullscreen = false
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# Called when the node enters the scene tree for the first time.
func _ready():
# Connect to signals
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var _errno = 0;
_errno += MessageBus.connect("start_tcsn" , self, "_on_scene_start_by_name")
_errno += MessageBus.connect("change_scene" , self, "_on_scene_start" )
_errno += MessageBus.connect("kill_scene" , self, "_on_scene_kill" )
_errno += MessageBus.connect("list_scenes" , self, "_on_scene_list" )
_errno += MessageBus.connect("quit" , self, "_on_quit_request" )
_errno += MessageBus.connect("return_to_title", self, "_on_title_request" )
# go fullscreen
if power_saving:
OS.low_processor_usage_mode = true
OS.low_processor_usage_mode_sleep_usec = 6800
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if start_fullscreen:
OS.window_fullscreen = true
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if debug_enabled:
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add_child(debug_menu.instance())
# Process global keybinds
func _input(event):
if event.is_action_pressed("ui_fullscreen"):
# toggle_fullscreen
OS.window_fullscreen = !OS.window_fullscreen
# Ensure the scene doesn't become empty
func _process(_delta):
# Make sure there's something running
# Debug counts as one child
if get_child_count() < 1 + int(debug_enabled):
MessageBus.emit_signal("change_scene", "Title")
pass
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# Creates a new instance of each menu scene
func _on_scene_start(scene):
#print ("_on_scene_start(",scene,")")
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match scene:
"Singleplayer":
add_child (gameplay.instance())
return true
"Multiplayer":
add_child (gameplay.instance())
# add_child (multiplayercontroller.instance())
return true
"Options":
add_child (options.instance())
return true
"Title":
add_child (title_screen.instance())
return true
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func _on_scene_start_by_name(scene):
var pack = load("res://scenes/" + scene + ".tscn");
add_child(pack.instance());
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# Kills all child nodes with name matching `scene`
func _on_scene_kill(scene):
var node = find_node(scene, false, false)
if node :
node.queue_free()
MessageBus.emit_signal("print_console", String(node.name) + " killed.\n".c_unescape())
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func _on_scene_list():
var children = get_children()
var names = []
for i in range (children.size()):
names.append(children[i].name)
MessageBus.emit_signal("print_console", String(names) + "\n".c_unescape())
# Quits
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func _on_quit_request():
get_tree().quit()
# Kills the current tree and replaces it with a new one
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func _on_title_request():
return get_tree().change_scene("res://scenes/Main.tscn")