open-fpsz/systems/game.gd

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GDScript3
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# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
extends Node
signal type_changed(type : Node)
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signal exit_pressed
## The default [Environment] for the game.
var environment := Environment.new()
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## This is the type currently used by the game.
var type : Node:
set(new_type):
# clean up previous type
if type != null:
type.queue_free()
# swap types
if type != new_type:
# keep reference to new type
type = new_type
if type != null:
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get_tree().current_scene.add_child(type)
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type_changed.emit(type)
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func quit() -> void:
get_tree().quit()
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed("exit"):
exit_pressed.emit()
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# switch window mode
if event.is_action_pressed("window_mode"):
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
# switch mouse mode
if OS.is_debug_build() and Input.is_action_just_pressed("mouse_mode"):
if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE