Closed ThmsKnz closed 2 years ago
Implemented this a bit differently like you suggested. I made the minimum wait time skippable now and implemented a visual representation of when caching was happening and when only the minimum wait time was counted.
This feature can be turned on and off in the configuration (under cache)
Project:
I did a few changes to the cache handling in my game "Tom's Surprise" that I would propose to change in the EgoVenture framework.
Reasons were: 1) I wanted to reduce waiting time when loading a game or when changing locations 2) I wanted the ability to skip the "WaitingScreen" via Mouseclick 3) I don't like progress bars :-)
Solution A) I replaced the yield in egoventure.gd -> update cache to avoid that the full cache is loaded before the scene is shown. I rather wanted to have the first scene shown and have the cache filled in parallel.
Therefore I replaced:
with:
B) I avoided the use of MapHotspot. Instead I introduced a first "WaitingScene" which included an EgoVenture.update_cache() statement and which allowed to jump to the _next_scene with a mouse click.
C) As I didn't use the MapHotspot I removed the need to have the current_location parameter by retrieving the base path directly from the scene. To do this a simple modification in scene_cache.gd -> update_cache was sufficient:
I replaced:
with
So far I couldn't detect a disadvantage of this delayed loading when testing it on slow computers and I haven't received complaints from testers and players so far.