Manage nodes in TextViewport dynamically
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parent
eaf9edfd53
commit
7833a1c756
6 changed files with 42 additions and 22 deletions
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@ -41,9 +41,6 @@ func _pre_load_checks() -> bool:
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if NodeRegistry.level_root_container == null:
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push_error("Can't load level, level_root_container is not registered yet.")
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return false
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if NodeRegistry.level_text_root_container == null:
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push_error("Can't load level, level_text_root_container is not registered yet.")
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return false
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if NodeRegistry.player == null:
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push_error("Can't load entrypoint, player is not registered yet.")
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return false
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@ -61,18 +58,12 @@ func load_scene(scn_name: String, force_reload: bool = false) -> bool:
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unload_scene()
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var scn: Node2D = load(SCENES[scn_name]).instantiate()
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NodeRegistry.level_root_container.add_child(scn)
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for t in get_tree().get_nodes_in_group("text_viewport"):
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t.reparent(NodeRegistry.level_text_root_container)
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return true
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func unload_scene():
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for container in [
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NodeRegistry.level_root_container,
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NodeRegistry.level_text_root_container
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]:
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if container != null:
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for c in container.get_children():
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c.queue_free()
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if NodeRegistry.level_root_container != null:
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for c in NodeRegistry.level_root_container.get_children():
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c.queue_free()
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func load_entrypoint(ep_name: String) -> bool: # returns true on success
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if not ep_name in ENTRYPOINTS:
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@ -2,4 +2,3 @@ extends Node
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var player: CharacterBody2D
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var level_root_container: Node2D
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var level_text_root_container: Node2D
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@ -1,5 +0,0 @@
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extends Camera2D
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func _physics_process(_delta: float) -> void:
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var orig_camera: Camera2D = NodeRegistry.player.camera
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self.global_position = -orig_camera.get_viewport_transform().origin
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36
core/text_viewport.gd
Normal file
36
core/text_viewport.gd
Normal file
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@ -0,0 +1,36 @@
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extends SubViewport
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# All nodes from the MainViewport that are in the text_viewport group
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# are shadowed in this SubViewport
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@onready var camera: Camera2D = $Camera2D
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@onready var container: Node2D = %LevelTextRootContainer
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# map nodes to its shadowed nodes
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var mapping: Dictionary = {}
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func update_mapping():
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var nodes = get_tree().get_nodes_in_group("text_viewport")
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for k in mapping.keys():
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if not is_instance_valid(k): # check if node is gone
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container.remove_child(mapping[k])
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mapping.erase(k)
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for n in nodes:
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if not n in mapping.keys():
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var dup = n.duplicate()
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dup.remove_from_group("text_viewport")
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mapping[n] = dup
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container.add_child(dup)
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func _process(_delta: float) -> void:
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update_mapping()
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# update shadowed nodes
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for k in mapping:
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var v = mapping[k]
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if k is Label and k.text != v.text:
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v.text = k.text
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if (k is Label or k is Node2D):
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mapping[k].global_position = k.global_position
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# camera position
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var orig_camera: Camera2D = NodeRegistry.player.camera
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camera.global_position = -orig_camera.get_viewport_transform().origin
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