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class_name Top
extends Node2D
@export var initial_room: PackedScene
var save_state_path = "user://save_state.cfg"
var save_state = ConfigFile.new()
## Should objects like the Player react to input, and enemies move
var objects_active = true
var _transition_room: Node
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var room = initial_room.instantiate()
room.name = "active_room"
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 transition_to_room(room_name: String):
# 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
# Start animation
# The animation calls _change_room at a specific time
$TransitionCanvas/AnimationPlayer.play("room_trans_start")
objects_active = false
var room = ResourceLoader.load("res://room_" + room_name + ".tscn")
_transition_room = room.instantiate()
func _transition_start():
print_debug("_transition_start")
var current_room = get_node("active_room")
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 = "active_room"
next_room.connect("ready", _on_room_changed)
add_child(next_room)
func _on_room_changed():
print_debug("_on_room_changed")
$TransitionCanvas/AnimationPlayer.play("room_trans_end")
func _transition_end():
print_debug("_transition_end")
objects_active = true
_transition_room = null
func save():
save_state.save("user://save_state.cfg")
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