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Global.gd
File metadata and controls
209 lines (171 loc) · 5.63 KB
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extends Node
var current_scene = null
var bool_start = true
var bool_save = true
var level_from_save = false
const Niveau_path = "Niveau"
const TileMap_path = "Niveau/TileMap"
const Avatar_path = "Niveau/Avatar"
const GUI_path = "Niveau/GUI"
const Camera_path = "Niveau/Camera2D"
# save library
const save_lib = preload("res://save_lib.gd")
var base_size
var base_center
var colors = ["Rouge","Vert","Bleu"]
var color_picker = {
"Rouge": Color(1,0,0,1),
"Vert": Color(0,1,0,1),
"Bleu": Color(0,0,1,1)
}
var avatar
var has_touch_screen = false
var input_type = "keyboard"
var has_server_saves = false
var save_folder_path = "res://save/"
var save_files_path = []
var save_files_data = []
var save_index = 0
var is_menu = false
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
var root = get_tree().get_root()
base_size = get_viewport().size
base_center = Vector2(base_size.x/2, base_size.y/2)
current_scene = root.get_child(root.get_child_count() - 1)
save_folder_path = current_scene.save_folder_path
if DisplayServer.is_touchscreen_available():
has_touch_screen = true
if(has_touch_screen):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if current_scene.has_node("Menu"):
# load save from local "res://" file or from "server"
if OS.has_feature('web'):
print("OS has feature web")
var js_return = JavaScriptBridge.eval("window.location.origin + window.location.pathname")
var save_server_url = js_return + "saves.php"
print(save_server_url)
var response = await server_request(save_server_url)
if response:
has_server_saves = true
save_files_data = response
if has_server_saves == false:
save_files_path = list_files_in_directory(save_folder_path)
save_files_data = load_files(save_files_path)
current_scene.get_node("Menu").init(save_files_data)
await get_tree().create_timer(0.1).timeout
set_save(save_files_data[0])
func server_request(save_server_url):
var http = HTTPRequest.new()
current_scene.add_child(http)
# http.request_completed.connect(self, "_on_request_completed")
var error = http.request(save_server_url)
var result = await http.request_completed
var response_code = result[1]
if response_code == 200:
var body = result[3]
var json = JSON.new()
var json_error = json.parse(body.get_string_from_utf8())
if json_error == OK:
print("CONNECTION WITH SAVE SERVER")
var data_received = json.data
if typeof(data_received) == TYPE_ARRAY:
save_files_data = json.data
print("THE SAVES HAS BEEN LOADED FROM ANOTHER FILE ON SERVER")
return json.data
else:
print("Unexpected data")
else:
print("JSON Parse Error: ", json.get_error_message(), " in ", body.get_string_from_utf8(), " at line ", json.get_error_line())
print(body.get_string_from_utf8())
else:
print("CONNECTION FAILED :'(")
return false
func _process(delta):
if Input.is_action_just_pressed("toggle_full_screen"):
toggle_full_screen()
if current_scene.has_node("Menu"):
if Input.is_action_just_pressed("next_level"):
next_save()
if Input.is_action_just_pressed("prev_level"):
prev_save()
if Input.is_action_just_pressed("menu"):
if is_menu:
current_scene.get_node("Menu").visible = false
unpause_level()
is_menu = false
else:
is_menu = true
pause_level()
current_scene.get_node("Menu").get_node("%save_files_list").select(save_index)
current_scene.get_node("Menu").visible = true
current_scene.get_node("Menu").get_node("%save_files_list").grab_focus()
func set_save(save_data):
stop_level()
level_from_save = true
save_lib.set_data(current_scene, save_data)
init_level()
while (current_scene.get_node(GUI_path).is_text_transition or current_scene.get_node(TileMap_path).is_level_transition):
await get_tree().create_timer(0.5).timeout
unpause_level()
func reload_save():
set_save(save_files_data[save_index])
func next_save():
if level_from_save:
save_index = (save_index+1) % len(save_files_data)
set_save(save_files_data[save_index])
func prev_save():
if level_from_save:
save_index -= 1
if save_index < 0:
save_index = len(save_files_data)-1
set_save(save_files_data[save_index])
func stop_level():
pause_level()
current_scene.get_node(Niveau_path).clean_death_marks()
func pause_level():
get_tree().paused = true
func unpause_level():
get_tree().paused = false
func init_level():
var tilemap = current_scene.get_node(TileMap_path)
tilemap.is_new_level = true
tilemap.init()
var avatar = current_scene.get_node(Avatar_path)
avatar.init()
avatar.life()
var GUI = current_scene.get_node(GUI_path)
GUI.init()
var camera = current_scene.get_node(Camera_path)
camera.init()
func list_files_in_directory(path):
var files = []
var dir = DirAccess.open(path)
dir.list_dir_begin() # TODOGODOT4 fill missing arguments https://github.com/godotengine/godot/pull/40547
while true:
var file = dir.get_next()
if file == "":
break
elif not file.begins_with("."):
files.append(path + file)
files.sort()
return files
func load_files(files):
var datas=[]
for file_path in files:
if file_path == "":
break
elif not file_path.begins_with("."):
if FileAccess.file_exists(file_path):
var file = FileAccess.open(file_path, FileAccess.READ)
var test_json_conv = JSON.new()
test_json_conv.parse(file.get_as_text())
var data_dict = test_json_conv.get_data()
data_dict["file_path"] = file_path
datas.append(data_dict)
return datas
func toggle_full_screen():
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)