## Escoria main scene script. ## ## This script is basically the scene-switcher. extends Node ## Signal sent when the room is loaded and ready.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] signal room_ready ## Global id of the last scene the player was before current scene var last_scene_global_id: String ## Current scene room being displayed var current_scene: Node ## Scene that was previously the current scene. var previous_scene: Node ## The Escoria context currently in wait state var wait_level ## Reference to the scene transition node @onready var scene_transition: ESCTransitionPlayer ## Connect the wait timer event.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _ready() -> void: scene_transition = ESCTransitionPlayer.new() $layers/curtain.add_child(scene_transition) $layers/wait_timer.connect("timeout", Callable(self, "_on_wait_finished")) ## Called when the node is removed from the scene tree.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _exit_tree(): $layers/curtain.remove_child(scene_transition) scene_transition.queue_free() ## Sets the current scene[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |p_scene|`Node`|Scene to set|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_scene(p_scene: Node) -> void: if !p_scene: escoria.logger.error( self, "Can't change to an empty scene. Please specify the scene name." ) previous_scene = current_scene if is_instance_valid(previous_scene): _disable_collisions() if not p_scene.is_inside_tree(): # Set the scene's visiblity for :setup events if the new room is not the # same one as the current room. if not _is_same_scene(current_scene, p_scene): p_scene.visible = false escoria.object_manager.set_current_room(p_scene) add_child(p_scene) # In cases where the room being created doesn't return because of a # coroutine, finish_current_scene_init() will already have been called # and so we don't want to risk repeating ourselves. if p_scene == current_scene: return # This actually moves the scene closest to the root node, but will # still be drawn behind the next node, which should be the previous # room. move_child(p_scene, 0) current_scene = p_scene last_scene_global_id = p_scene.global_id ## Only called by the room manager in the case where it hasn't executed a coroutine prior to calling set_scene_finish(). ### Parameters[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |p_scene|`Node`|The scene currently being initialized by set_scene.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func finish_current_scene_init(p_scene: Node) -> void: if is_ancestor_of(p_scene): move_child(p_scene, 0) current_scene = p_scene ## Completes the room swap and should be called by the room manager at the appropriate time.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_scene_finish() -> void: # Final check for the critical game scene's existence. check_game_scene_methods() # Make our new scene visible. current_scene.visible = true clear_previous_scene() room_ready.emit() ## Cleanup the previous scene if there was one.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func clear_previous_scene() -> void: if previous_scene == null: return escoria.action_manager.clear_current_action() escoria.action_manager.clear_current_tool() if escoria.game_scene.get_parent() == previous_scene: previous_scene.remove_child(escoria.game_scene) previous_scene.visible = false previous_scene.get_parent().remove_child(previous_scene) previous_scene.queue_free() previous_scene = null ## Triggered, when the wait has finished.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _on_wait_finished() -> void: escoria.esc_level_runner.finished(wait_level) ## Set the camera limits[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |camera_limit_id|`int`|Index of the camera limit configuration to apply.|no|[br] ## |scene|`Node`|The scene to set the camera limits for. We make this optional since most times it'll be current_scene that needs setting; however, e.g. when starting up Escoria, we might not have already set the current_scene. camera_limits_id The id of the room's camera limits to set|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_camera_limits(camera_limit_id: int = 0, scene: Node = current_scene) -> void: var limits = {} var last_available_camera_limit = scene.camera_limits.size() - 1 if camera_limit_id > last_available_camera_limit: escoria.logger.error( self, "Camera3D limit %d requested. Last available camera limit is %d." % [ camera_limit_id, last_available_camera_limit ] ) var scene_camera_limits = scene.camera_limits[camera_limit_id] if scene_camera_limits.size.x == 0 and scene_camera_limits.size.y == 0: var area = Rect2() for child in scene.get_children(): if child is ESCBackground: area = child.get_full_area_rect2() break # if the background is smaller than the viewport, we want the camera # to stick centered on the background if area.size.x == 0 or area.size.y == 0 \ or area.size < get_viewport().size: escoria.logger.warn( self, "Defined camera is smaller than the viewport. Using viewport size." ) area.size = get_viewport().size escoria.logger.info( self, "Setting camera limits from scene " + str(area) ) limits = ESCCameraLimits.new( area.position.x, area.position.x + area.size.x, area.position.y, area.position.y + area.size.y ) else: limits = ESCCameraLimits.new( scene_camera_limits.position.x, scene_camera_limits.position.x + \ scene_camera_limits.size.x, scene_camera_limits.position.y, scene_camera_limits.position.y + \ scene_camera_limits.size.y ) escoria.logger.info( self, "Setting camera limits using configured parameters " + str(scene_camera_limits) ) escoria.object_manager.get_object( escoria.object_manager.CAMERA ).node.set_limits(limits) ## Save the game state to the provided savegame resource.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |p_savegame_res|`Resource`|The savegame resource to write to.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func save_game(p_savegame_res: Resource) -> void: p_savegame_res.main = { ESCSaveGame.MAIN_LAST_SCENE_GLOBAL_ID_KEY: last_scene_global_id, ESCSaveGame.MAIN_CURRENT_SCENE_FILENAME_KEY: current_scene.scene_file_path \ if current_scene != null \ else "No current scene (not loaded yet)" } ## Sanity check that the game.tscn scene's root node script MUST implement the following methods. If they do not exist, stop immediately. Implement them, even if empty[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func check_game_scene_methods(): assert(current_scene.game.has_method("left_click_on_bg")) assert(current_scene.game.has_method("right_click_on_bg")) assert(current_scene.game.has_method("left_double_click_on_bg")) assert(current_scene.game.has_method("element_focused")) assert(current_scene.game.has_method("element_unfocused")) assert(current_scene.game.has_method("left_click_on_item")) assert(current_scene.game.has_method("right_click_on_item")) assert(current_scene.game.has_method("left_double_click_on_item")) assert(current_scene.game.has_method("open_inventory")) assert(current_scene.game.has_method("close_inventory")) assert(current_scene.game.has_method("left_click_on_inventory_item")) assert(current_scene.game.has_method("right_click_on_inventory_item")) assert(current_scene.game.has_method("left_double_click_on_inventory_item")) assert(current_scene.game.has_method("inventory_item_focused")) assert(current_scene.game.has_method("inventory_item_unfocused")) assert(current_scene.game.has_method("mousewheel_action")) assert(current_scene.game.has_method("hide_ui")) assert(current_scene.game.has_method("show_ui")) assert(current_scene.game.has_method("escoria_hide_ui")) assert(current_scene.game.has_method("escoria_show_ui")) assert(current_scene.game.has_method("_on_event_done")) ## Determines whether two scenes represent the same room.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |scene_1|`Node`|Scene to be compared.|yes|[br] ## |scene_2|`Node`|Other scene to be compared.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns true iff the two scenes represent the same room. (`bool`) func _is_same_scene(scene_1: Node, scene_2: Node) -> bool: if scene_1 is ESCRoom and scene_2 is ESCRoom: return scene_1.global_id == scene_2.global_id return false ## Disable collisions in the previous scene so if we have two scenes in the same game tree, collisions won't result.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _disable_collisions() -> void: var items_to_disable = previous_scene.get_tree().get_nodes_in_group(escoria.GROUP_ITEM_CAN_COLLIDE) for item in items_to_disable: if is_instance_valid(item.collision): item.collision.disabled = true if item is Area2D: item.monitoring = false item.monitorable = false # ################################################################### # Facades for current_scene ## Hide the UI of the current scene.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func hide_ui() -> void: if escoria.main.current_scene != null: escoria.main.current_scene.game.hide_ui() ## Hide the current scene.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func hide_current_scene() -> void: if escoria.main.current_scene != null: escoria.main.current_scene.hide() ## Show the UI of the current scene.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func show_ui() -> void: if escoria.main.current_scene != null: escoria.main.current_scene.game.show_ui() ## Show the current scene.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func show_current_scene() -> void: if escoria.main.current_scene != null: escoria.main.current_scene.show()