race condition using global fade_node, removing and replacing with simple hide/show for now, will revisit

This commit is contained in:
tonydero 2024-10-29 11:39:24 -06:00
parent 249c58af46
commit 6013c08892
4 changed files with 23 additions and 7 deletions

View File

@ -40,11 +40,21 @@ enabled=PackedStringArray("res://addons/godot-vim/plugin.cfg")
game_speed_fast={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":61,"key_label":0,"unicode":61,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":61,"key_label":0,"unicode":43,"location":0,"echo":false,"script":null)
]
}
game_speed_normal={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":48,"key_label":0,"unicode":48,"location":0,"echo":false,"script":null)
]
}
game_speed_faster={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":61,"key_label":0,"unicode":61,"location":0,"echo":false,"script":null)
]
}
game_speed_slower={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":45,"key_label":0,"unicode":45,"location":0,"echo":false,"script":null)
]
}

View File

@ -110,6 +110,10 @@ func _input(event: InputEvent) -> void:
Engine.time_scale = 10.0
if event.is_action_pressed("game_speed_normal"):
Engine.time_scale = 1.0
if event.is_action_pressed("game_speed_faster"):
Engine.time_scale += 1.0
if event.is_action_pressed("game_speed_slower"):
Engine.time_scale -= 1.0
func save_game() -> void:

View File

@ -34,8 +34,8 @@ func _quest_goal_check(enemyKillType: Globals.World.Faction) -> void:
$QuestProgress/CompletedVal.text = str(self.goalCurrent)
if self.goalCurrent == self.goalTotal:
SignalBus.quest_completed.emit()
Globals.fade_node(%QuestComplete, "in", 0.1)
Globals.fade_node(%QuestProgress, "out", 0.1)
# Globals.fade_node(%QuestComplete, "in", 0.1)
# Globals.fade_node(%QuestProgress, "out", 0.1)
func _generate_random_quest() -> void:

View File

@ -16,7 +16,7 @@ var current_area_duration: float
func _ready() -> void:
if OS.is_debug_build():
%DebugMenu.show()
Engine.time_scale = 10.0
Engine.time_scale = 60.0
SignalBus.quest_generated.connect(_on_quest_generated)
SignalBus.quest_completed.connect(_on_quest_completed)
@ -57,14 +57,15 @@ func _go_next_area() -> void:
%QuestsContainer.remove_child(prevAreaQuest)
# Globals.debug_print("gna quest removed")
# FIXME: rethink logic flow, memory/nodes leaking like a seive
# prevAreaQuest.queue_free()
prevAreaQuest.queue_free()
totalAreas += 1
%AreaCountVal.text = str(totalAreas)
# Globals.debug_print("gna quest queued to free")
_create_area()
# Globals.debug_print("gna new area created")
# _continue_button_hide()
Globals.fade_node(%UITop/ContinueButton, "out", 0.1)
# Globals.fade_node(%UITop/ContinueButton, "out", 0.1)
%UITop/ContinueButton.hide()
current_area_duration = 0
canContinue = false
@ -78,7 +79,8 @@ func _on_quest_completed() -> void:
if %UITop/AutoCheck.button_pressed:
_go_next_area()
else:
Globals.fade_node(%UITop/ContinueButton, "in", 0.25)
# Globals.fade_node(%UITop/ContinueButton, "in", 0.25)
%UITop/ContinueButton.show()
func _on_continue_button_pressed() -> void: