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29 lines
1.0 KiB
29 lines
1.0 KiB
extends Control
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var thread
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var world = {}
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func _ready():
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thread = Thread.new()
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thread.start(self, "_generate_world")
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set_process(true)
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Global.loadings["world_creation"] = LoadingHelper.new()
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func _process(_delta):
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$VBoxContainer/ProgressBar.value = Global.loadings["world_creation"].get_percentage()
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if Global.loadings["world_creation"].get_current_phase():
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$VBoxContainer/HBoxContainer/Phase.text = Global.loadings["world_creation"].get_current_phase().get_label()
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if Global.loadings["world_creation"].is_finished:
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Global.terrain.reset_temp_data()
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for phase in Global.loadings["world_creation"].get_phases():
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Global.print_debug("%s : %f seconds" % [phase.get_label(), phase.get_elapsed_time("s")])
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Global.print_debug("Elapsed time : %f seconds" % Global.loadings["world_creation"].get_elapsed_time("s"))
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var error = get_tree().change_scene("res://world/game.tscn")
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if error != 0:
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Global.print_debug("Error : %d" % (error))
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func _exit_tree():
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thread.wait_to_finish()
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func _generate_world():
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world = WorldGeneration.new()
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