Added dynamically loading for inventory
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parent
8b8baeba87
commit
8f3e13e532
27
Global.gd
27
Global.gd
@ -11,6 +11,7 @@ var current_scene = null
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var current_camera = null
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var current_camera = null
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var dev_stats = true
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var dev_stats = true
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var dbname = "storage.db"
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var dbname = "storage.db"
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var mainscene = ""
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func AddInventoryItem(itemid, amount):
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func AddInventoryItem(itemid, amount):
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for x in range(40):
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for x in range(40):
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@ -43,18 +44,20 @@ func GoToScene(scene):
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current_scene = loadedscenes[scene]
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current_scene = loadedscenes[scene]
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get_tree().get_root().add_child(loadedscenes[scene])
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get_tree().get_root().add_child(loadedscenes[scene])
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return
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return
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match scene:
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else:
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"river_intersection_home_2":
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print("Could not load scene " + scene)
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current_scene = river_intersection_home_2
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# match scene:
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get_tree().get_root().add_child(river_intersection_home_2)
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# "river_intersection_home_2":
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"inventory_screen":
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# current_scene = river_intersection_home_2
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inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
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# get_tree().get_root().add_child(river_intersection_home_2)
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current_scene = inventory_screen
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# "inventory_screen":
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get_tree().get_root().add_child(inventory_screen)
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# inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
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"loadgame_screen":
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# current_scene = inventory_screen
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loadgame_screen = preload("res://MenuScenes/LoadGame_Menu.tscn").instance()
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# get_tree().get_root().add_child(inventory_screen)
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current_scene = loadgame_screen
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# "loadgame_screen":
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get_tree().get_root().add_child(loadgame_screen)
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# loadgame_screen = preload("res://MenuScenes/LoadGame_Menu.tscn").instance()
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# current_scene = loadgame_screen
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# get_tree().get_root().add_child(loadgame_screen)
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func LoadSave(target="Storage.db"):
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func LoadSave(target="Storage.db"):
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dbname = target
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dbname = target
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@ -33,4 +33,4 @@ func _input(event):
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holding_item.global_position = get_global_mouse_position()
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holding_item.global_position = get_global_mouse_position()
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func _on_TouchScreenButton_pressed():
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func _on_TouchScreenButton_pressed():
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Global.GoToScene("river_intersection_home_2")
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Global.GoToScene(Global.mainscene)
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@ -18,6 +18,9 @@ func _on_Btn_PlayGame_pressed():
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game_data.init_map(150, 150, "res://omgeving/Floor.tres",map_data, "res://omgeving/Floor.tres", map_data, "res://omgeving/Floor.tres", map_data, "res://omgeving/Floor.tres", map_data)
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game_data.init_map(150, 150, "res://omgeving/Floor.tres",map_data, "res://omgeving/Floor.tres", map_data, "res://omgeving/Floor.tres", map_data, "res://omgeving/Floor.tres", map_data)
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var game = load("res://base_tilemap/base_tilemap.tscn").instance()
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var game = load("res://base_tilemap/base_tilemap.tscn").instance()
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game.load_scene(game_data)
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game.load_scene(game_data)
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#set this scene as main
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Global.mainscene = "startmap1"
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Global.AddScene(game, "startmap1", true)
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Global.AddScene(game, "startmap1", true)
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# get_tree().get_root().add_child(game)
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# get_tree().get_root().add_child(game)
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@ -18,4 +18,5 @@ func _unhandled_input(event):
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set_cellv(pl_pos_tile, -1)
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set_cellv(pl_pos_tile, -1)
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func _on_Inventory_pressed():
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func _on_Inventory_pressed():
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Global.GoToScene("inventory_screen")
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var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
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Global.AddScene(inventory_screen, "inventory_screen", true)
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