RingOfRaces/Global.gd

87 lines
2.4 KiB
GDScript3
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extends Node2D
var ShowInventory = 0
var LeftClick = 0
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var player_inventory_items = []
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var loadedscenes = {}
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var river_intersection_home_2 = preload("res://river_intersection_home2.tscn").instance()
var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
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var loadgame_screen = null
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var current_scene = null
var current_camera = null
var dev_stats = true
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var dbname = "storage.db"
var mainscene = ""
func AddInventoryItem(itemid, amount):
for x in range(40):
if(player_inventory_items[x].item_id == itemid):
print(str(player_inventory_items[x]))
player_inventory_items[x].amount += amount
return
#if we reached here then no exisiting item is found and we iterate the array again
print("adding item")
for x in range(40):
if(player_inventory_items[x].item_id == 0):
player_inventory_items[x].id = x
player_inventory_items[x].item_name = "name"
player_inventory_items[x].shortdesc = "desc"
player_inventory_items[x].item_id = itemid
player_inventory_items[x].amount = amount
return
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func AddScene(scene, savename, loadscene=true):
loadedscenes[savename] = scene
if(loadscene):
GoToScene(savename)
pass
#Go to schene by name
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func GoToScene(scene):
if current_scene != null:
get_tree().get_root().remove_child(current_scene)
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if scene in loadedscenes:
current_scene = loadedscenes[scene]
get_tree().get_root().add_child(loadedscenes[scene])
return
else:
print("Could not load scene " + scene)
# match scene:
# "river_intersection_home_2":
# current_scene = river_intersection_home_2
# get_tree().get_root().add_child(river_intersection_home_2)
# "inventory_screen":
# inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
# current_scene = inventory_screen
# get_tree().get_root().add_child(inventory_screen)
# "loadgame_screen":
# loadgame_screen = preload("res://MenuScenes/LoadGame_Menu.tscn").instance()
# current_scene = loadgame_screen
# get_tree().get_root().add_child(loadgame_screen)
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func LoadSave(target="Storage.db"):
dbname = target
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Database.OpenConnection()
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#Save everything
func Save():
Database.SaveInventory(player_inventory_items)
print(player_inventory_items)
func _input(event):
pass
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func _ready():
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# get_tree().get_root().add_child(river_intersection_home_2)
# get_tree().get_root().add_child(inventory_screen)
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pass
func Log(msg, level=1):
match level:
1:
print("[Log]" + msg)
2:
print("[Warn]" + msg)
3:
print("[Err]" + msg)