class_name Top extends Node2D @export var initial_room: PackedScene var save_state_path = "user://save_state.cfg" var save_state = ConfigFile.new() var _transition_room: Node var _transition_door_name: Variant # String or null # Called when the node enters the scene tree for the first time. func _ready() -> void: var room = initial_room.instantiate() room.name = "ActiveRoom" room.process_mode = Node.PROCESS_MODE_PAUSABLE add_child(room) # Testing save_state.load(save_state_path) print("loaded test_item: ", save_state.get_value("items", "test_item")) save_state.set_value("items", "test_item", true) save_state.save(save_state_path) print(OS.get_data_dir()) func is_transitioning() -> bool: return _transition_room != null func room_transition(from_door: Door, to_room_path: String, door_name: Variant): # Do not transition if there is already a transition in process if _transition_room != null: #print_debug("Tried to transition to ", room_name, " but a transition was already in process") return if from_door: var player: Player = get_node("ActiveRoom").find_child("Player") player.set_forced_input(from_door.enter_towards) # Start animation # The animation calls _change_room at a specific time $TransitionCanvas/AnimationPlayer.play("room_trans_start") var room = ResourceLoader.load(to_room_path) _transition_room = room.instantiate() _transition_door_name = door_name func _transition_start(): #print_debug("_transition_start") var current_room = get_node("ActiveRoom") remove_child(current_room) current_room.queue_free() # If the room hasn't loaded yet, loop until it is while _transition_room == null: await get_tree().create_timer(0.1).timeout var next_room: Node = _transition_room next_room.name = "ActiveRoom" #next_room.connect("ready", _on_room_changed) next_room.connect("tree_entered", _on_room_changed) next_room.process_mode = Node.PROCESS_MODE_PAUSABLE add_child(next_room) func _on_room_changed(): #print_debug("_on_room_changed") var room = get_node("ActiveRoom") var player: Player = room.find_child("Player") if _transition_door_name: var door: Door = room.find_child(_transition_door_name) player.position = door.position player.set_forced_input(door.exit_towards) $TransitionCanvas/AnimationPlayer.play("room_trans_end") func _transition_end(): #print_debug("_transition_end") _transition_room = null _transition_door_name = null var room = get_node("ActiveRoom") var player: Player = room.find_child("Player") if player: player.set_forced_input(null) func save(): save_state.save("user://save_state.cfg")