mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
92 lines
2.8 KiB
GDScript
92 lines
2.8 KiB
GDScript
extends Control
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# Scenes
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onready var title_screen = preload("res://scenes/Title Screen.tscn")
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onready var game = preload("res://scenes/Game/Game.tscn" )
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onready var options = preload("res://scenes/Options.tscn" )
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onready var debug_menu = preload("res://scenes/Debug Menu.tscn" )
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#flags
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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.
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func _ready():
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# Connect to signals
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var _errno = 0;
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_errno += MessageBus.connect("start_tcsn" , self, "_on_scene_start_by_name")
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_errno += MessageBus.connect("change_scene" , self, "_on_scene_start" )
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_errno += MessageBus.connect("kill_scene" , self, "_on_scene_kill" )
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_errno += MessageBus.connect("list_scenes" , self, "_on_scene_list" )
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_errno += MessageBus.connect("quit" , self, "_on_quit_request" )
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_errno += MessageBus.connect("return_to_title", self, "_on_title_request" )
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# go fullscreen
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OS.low_processor_usage_mode = power_saving
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OS.low_processor_usage_mode_sleep_usec = 6800
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OS.window_fullscreen = start_fullscreen
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if debug_enabled:
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add_child(debug_menu.instance())
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# Process global keybinds
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func _input(event):
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if event.is_action_pressed("ui_fullscreen"):
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# toggle_fullscreen
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OS.window_fullscreen = !OS.window_fullscreen
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# Ensure the scene doesn't become empty
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func _process(_delta):
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# Make sure there's something running
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# Debug counts as one child
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if get_child_count() < 1 + int(debug_enabled):
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MessageBus.emit_signal("change_scene", "Title")
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pass
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# Creates a new instance of each menu scene
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func _on_scene_start(scene):
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#print ("_on_scene_start(",scene,")")
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match scene:
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"Singleplayer":
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add_child (game.instance())
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return true
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"Multiplayer":
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game = game.instance()
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game.is_multiplayer = true
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add_child (game)
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# add_child (multiplayercontroller.instance())
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return true
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"Options":
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add_child (options.instance())
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return true
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"Title":
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add_child (title_screen.instance())
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return true
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func _on_scene_start_by_name(scene):
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var pack = load("res://scenes/" + scene + ".tscn");
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add_child(pack.instance());
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# Kills all child nodes with name matching `scene`
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func _on_scene_kill(scene):
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var node = find_node(scene, false, false)
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if node :
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node.queue_free()
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MessageBus.emit_signal("print_console", String(node.name) + " killed.\n".c_unescape())
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func _on_scene_list():
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var children = get_children()
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var names = []
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for i in range (children.size()):
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names.append(children[i].name)
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MessageBus.emit_signal("print_console", String(names) + "\n".c_unescape())
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# Quits
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func _on_quit_request():
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get_tree().quit()
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# Kills the current tree and replaces it with a new one
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func _on_title_request():
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return get_tree().change_scene("res://scenes/Main.tscn")
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