This repository includes some configurable elements that can be reused in multiple Godot projects.
If you find something missing or a bug, or just want to discuss something, please create an issue.
Singleton helper to load resources on the background and notify when ready.
Depends on ErrorHandler
.
Singleton helper to log critical errors, simple errors and warnings. You can connect to the corresponding signals to react when something goes wrong.
A simple CanvasLayer configured to be on top of everything and not paused.
Works well with SceneQueue
and Transition
.
Create a sequence of random numbers and adds helpers to get floats, integers and ranges.
Usage:
var prng_seed = randi() # use any value to seed the prng
var prng = Random.new(prng_seed)
var random_value = prng.int_in_range(10, 20)
Helps creating a queue of scenes which will run one after another.
You only need to add elements to the Queue
node (as a placeholder if you like it better).
Executes a run()
method in each node if it exists, or waits until node is removed.
Also notifies a configurable node to show/hide during the scene load. (works well with Transition
)
Depends on BackgroundLoader
.
Runs an animation fade-in/fade-out based on a given grayscale mask. Based on GDquest transition. Can show any content inside thanks to the viewport.
- Inherit a new node from
SceneQueue
. - Drag an
Overlay
into the root node. - Drag a
Transition
into theOverlay
node. - Create your loading scene and drag it into
Overlay/Transition/Viewport
. - Create some scenes with a
run()->void
method. Make ityield
until something is done. Like:
func run() -> void:
$Animation.play("animation")
yield($Animation, "animation_finished")
- Drag each scene into the Queue. Mark them with "As placeholder".