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89 changes: 89 additions & 0 deletions addons/block_code/simple_nodes/simple_ending/simple_ending.gd
Original file line number Diff line number Diff line change
@@ -0,0 +1,89 @@
@tool
class_name SimpleEnding
extends Label

const BlockDefinition = preload("res://addons/block_code/code_generation/block_definition.gd")
const BlocksCatalog = preload("res://addons/block_code/code_generation/blocks_catalog.gd")
const OptionData = preload("res://addons/block_code/code_generation/option_data.gd")
const Types = preload("res://addons/block_code/types/types.gd")

## The message that will be shown when the player wins the game.
@export var win_message: String = "YOU WIN!"

## The message that will be shown when the player loses the game.
@export var lose_message: String = "GAME OVER"


func game_over(result: String):
match result:
"WIN":
text = win_message
"LOSE":
text = lose_message
_:
text = ""
push_warning('Unrecognized game result "%s"' % result)


func reset():
text = ""


func _ready():
simple_setup()


func simple_setup():
if not label_settings:
label_settings = LabelSettings.new()
label_settings.font_size = 200
horizontal_alignment = HorizontalAlignment.HORIZONTAL_ALIGNMENT_CENTER
vertical_alignment = VerticalAlignment.VERTICAL_ALIGNMENT_CENTER


func _enter_tree():
# In the editor, show the win message so that adjusting the label
# properties is visible. Otherwise, clear the text when entering the tree
# so that the label text persisted in the scene file isn't shown.
#
# Normally this would be done in _ready, but a block script might override
# that and simple_setup is too late.
if Engine.is_editor_hint():
text = win_message
else:
text = ""
Comment on lines +53 to +54
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Nit: this makes it not work when starting, even adding the "wait for scene to be ready" in the middle:
Captura desde 2024-10-18 15-40-21

Suggested change
else:
text = ""
``

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It is broken if you try to run it from _ready since simple_setup is run after the node is ready. The problem this is trying to address is that if you set the label text in the editor, it will be serialized to the scene and restored when loading. I tried to figure out how to clear the label text when saving so that it didn't get serialized, but I couldn't figure it out.

I think I'm just going to change this so that SimpleEnding descends from Control and the Label is created at runtime.

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Updated now so the Label isn't saved to the scene. Since the Label is created in simple_setup and that's not run until the scene becomes idle, I had to add a signal and await it to make the blocks work from the when starting block.

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Updated now so the Label isn't saved to the scene. Since the Label is created in simple_setup and that's not run until the scene becomes idle, I had to add a signal and await it to make the blocks work from the when starting block.

Hmm I really liked it when it was inheriting Label, because it allowed the user to change the font, text color, etc. I was even going to propose this inheritance for SimpleScoring. I wasn't expecting a reimplementation like this for that little nit observation :) . Can you go back to it? Is actually unlikely that someone would like to set "you win" or "you lose" when starting.

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A LabelSettings instance is still exposed in this case, but I can try to go back.

Possibly what I can do is toggle the node visibility from enter/exit_tree when not in editor mode.

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I changed it back to a Label but moved the hack to clear the text to _enter_tree when not in the editor. That seems to work well enough to use the game over blocks from "when starting".

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Excellent!



func get_custom_class():
return "SimpleEnding"


static func setup_custom_blocks():
var _class_name = "SimpleEnding"
var block_list: Array[BlockDefinition] = []
var block_definition: BlockDefinition

block_definition = BlockDefinition.new()
block_definition.name = &"simpleending_game_over"
block_definition.target_node_class = _class_name
block_definition.category = "Lifecycle | Game"
block_definition.type = Types.BlockType.STATEMENT
block_definition.display_template = "game over {result: STRING}"
block_definition.code_template = "game_over({result})"
block_definition.defaults = {
"result": OptionData.new(["WIN", "LOSE"]),
}
block_definition.description = "Show the game over label with the win or lose message."
block_list.append(block_definition)

block_definition = BlockDefinition.new()
block_definition.name = &"simpleending_reset"
block_definition.target_node_class = _class_name
block_definition.category = "Lifecycle | Game"
block_definition.type = Types.BlockType.STATEMENT
block_definition.display_template = "reset game over"
block_definition.code_template = "reset()"
block_definition.description = "Reset the game over label."
block_list.append(block_definition)

BlocksCatalog.add_custom_blocks(_class_name, block_list)
5 changes: 5 additions & 0 deletions addons/block_code/ui/constants.gd
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,11 @@ const BUILTIN_CATEGORIES_PROPS: Dictionary = {
"color": Color("ec3b59"),
"order": 10,
},
"Lifecycle | Game":
{
"color": Color("ec3b59"),
"order": 12,
},
"Lifecycle | Spawn":
{
"color": Color("ec3b59"),
Expand Down