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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-15 05:25:57 +00:00
Boat-Battle/godot_ship/script/Main.gd

92 lines
2.8 KiB
GDScript

extends Control
# Scenes
onready var Title_Screen = preload("res://scenes/Title Screen.tscn")
onready var Game = preload("res://scenes/Game/Game.tscn" )
onready var Options = preload("res://scenes/Options.tscn" )
onready var Debug_Menu = preload("res://scenes/Debug Menu.tscn" )
#flags
var power_saving = true
var debug_enabled = true
var start_fullscreen = false
# Called when the node enters the scene tree for the first time.
func _ready():
# Connect to signals
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
OS.low_processor_usage_mode = power_saving
OS.low_processor_usage_mode_sleep_usec = 6800
OS.window_fullscreen = start_fullscreen
if debug_enabled:
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
# Creates a new instance of each menu scene
func _on_scene_start(scene):
#print ("_on_scene_start(",scene,")")
match scene:
"Singleplayer":
add_child (Game.instance())
return true
"Multiplayer":
var game = Game.instance()
game.is_multiplayer = true
add_child (game)
# add_child (multiplayercontroller.instance())
return true
"Options":
add_child (Options.instance())
return true
"Title":
add_child (Title_Screen.instance())
return true
func _on_scene_start_by_name(scene):
var pack = load("res://scenes/" + scene + ".tscn");
add_child(pack.instance());
# 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())
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
func _on_quit_request():
get_tree().quit()
# Kills the current tree and replaces it with a new one
func _on_title_request():
return get_tree().change_scene("res://scenes/Main.tscn")