Added some objects. Changed storage to being in user://storage.db. And cleaned up some mess in the project folder.

This commit is contained in:
Theamerix 2021-04-05 23:02:20 +02:00
parent 285cb8d096
commit e35ec33079
117 changed files with 120 additions and 1742 deletions

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extends KinematicBody2D
const GRAVITY = 0.0
const WALK_SPEED = 200
const interaction_circle_size = 150
onready var background_map = get_node("/root/Map1/background")
onready var player = get_node("/root/Map1/Player")
onready var cell_size = background_map._get_cell_size()
onready var plants_map = get_node("/root/Map1/interaction_map")
onready var interaction = get_node("/root/Map1/player_interaction")
var velocity = Vector2()
var world_position
#Moving buttons
func _physics_process(delta):
if Input.is_key_pressed(KEY_SPACE) or Input.is_mouse_button_pressed(BUTTON_LEFT):
_interaction_process()
velocity.y += delta * GRAVITY
if Input.is_action_pressed("move_left"):
velocity.x = -WALK_SPEED
elif Input.is_action_pressed("move_right"):
velocity.x = WALK_SPEED
elif Input.is_action_pressed("move_up"):
velocity.y = -WALK_SPEED
elif Input.is_action_pressed("move_down"):
velocity.y = WALK_SPEED
else:
velocity.x = 0
velocity.y = 0
move_and_slide(velocity, Vector2(0, -1))
Global.current_camera.Update()
# if(interaction.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) == -1):
# interaction.clear()
# interaction.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), 0)
func InteractWithCell():
var plant_cell_mouse = plants_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
var plant_cell_character = plants_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y))
var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
var interaction_cell = interaction.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y))
if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0:
Global.AddInventoryItem(3, 1)
plants_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1))
AnimationOnInteraction(1)
elif plant_cell_character > 0 and plant_cell_character % 2 == 0:
Global.AddInventoryItem(3, 1)
plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1))
AnimationOnInteraction(1)
func _interaction_process():
if Input.is_key_pressed(KEY_SPACE) or Input.is_mouse_button_pressed(BUTTON_LEFT):
world_position = get_global_mouse_position()
InteractWithCell()
func _input(event):
pass
func AnimationOnInteraction(Item):
print("Item = ", Item, " Animation")
var itemimage = TextureRect.new()
itemimage.texture = load("res://pictures/inventory_iconpictures/food_items/herbs/saffron.png")
itemimage.set_position(Vector2(randf()*20-40, randf()*40-20))
add_child(itemimage)
yield(get_tree().create_timer(1.0), "timeout")
remove_child(itemimage)
func _ready():
Global.player_inventory_items = Database.GetInventoryItems()

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extends Node2D
func _ready():
pass # Replace with function body.
func _on_Btn_PlayGame_pressed():
Global.LoadSave()
Global.GoToScene("river_intersection_home_2")

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extends Button
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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extends Button
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Button_gui_input(event):
print(event)
if event == InputEventScreenTouch.CONNECT_ONESHOT:
get_tree().change_scene("res://river_intersection_home2.tscn")
# get_tree().change_scene("res://river_intersection_home2.tscn")
pass # Replace with function body.

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extends TouchScreenButton
#func _input(always):
func _physics_process(delta):
if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"):
show()
elif Input.is_action_pressed("ui_end"):
hide()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

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5/occluder_offset = Vector2( 0, 0 )
5/navigation_offset = Vector2( 0, 0 )
5/shape_offset = Vector2( 0, 0 )
5/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
5/shape_one_way = false
5/shape_one_way_margin = 0.0
5/shapes = [ ]
5/z_index = 0
6/name = "Plants.png 6"
6/texture = ExtResource( 1 )
6/tex_offset = Vector2( 0, 0 )
6/modulate = Color( 1, 1, 1, 1 )
6/region = Rect2( 160, 0, 32, 32 )
6/tile_mode = 0
6/occluder_offset = Vector2( 0, 0 )
6/navigation_offset = Vector2( 0, 0 )
6/shape_offset = Vector2( 0, 0 )
6/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
6/shape_one_way = false
6/shape_one_way_margin = 0.0
6/shapes = [ ]
6/z_index = 0
7/name = "Plants.png 7"
7/texture = ExtResource( 1 )
7/tex_offset = Vector2( 0, 0 )
7/modulate = Color( 1, 1, 1, 1 )
7/region = Rect2( 192, 0, 32, 32 )
7/tile_mode = 0
7/occluder_offset = Vector2( 0, 0 )
7/navigation_offset = Vector2( 0, 0 )
7/shape_offset = Vector2( 0, 0 )
7/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
7/shape_one_way = false
7/shape_one_way_margin = 0.0
7/shapes = [ ]
7/z_index = 0
8/name = "Plants.png 8"
8/texture = ExtResource( 1 )
8/tex_offset = Vector2( 0, 0 )
8/modulate = Color( 1, 1, 1, 1 )
8/region = Rect2( 224, 0, 32, 32 )
8/tile_mode = 0
8/occluder_offset = Vector2( 0, 0 )
8/navigation_offset = Vector2( 0, 0 )
8/shape_offset = Vector2( 0, 0 )
8/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
8/shape_one_way = false
8/shape_one_way_margin = 0.0
8/shapes = [ ]
8/z_index = 0
9/name = "Plants.png 9"
9/texture = ExtResource( 1 )
9/tex_offset = Vector2( 0, 0 )
9/modulate = Color( 1, 1, 1, 1 )
9/region = Rect2( 256, 0, 32, 32 )
9/tile_mode = 0
9/occluder_offset = Vector2( 0, 0 )
9/navigation_offset = Vector2( 0, 0 )
9/shape_offset = Vector2( 0, 0 )
9/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
9/shape_one_way = false
9/shape_one_way_margin = 0.0
9/shapes = [ ]
9/z_index = 0
10/name = "Plants.png 10"
10/texture = ExtResource( 1 )
10/tex_offset = Vector2( 0, 0 )
10/modulate = Color( 1, 1, 1, 1 )
10/region = Rect2( 288, 0, 32, 32 )
10/tile_mode = 0
10/occluder_offset = Vector2( 0, 0 )
10/navigation_offset = Vector2( 0, 0 )
10/shape_offset = Vector2( 0, 0 )
10/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
10/shape_one_way = false
10/shape_one_way_margin = 0.0
10/shapes = [ ]
10/z_index = 0
11/name = "Plants.png 11"
11/texture = ExtResource( 1 )
11/tex_offset = Vector2( 0, 0 )
11/modulate = Color( 1, 1, 1, 1 )
11/region = Rect2( 320, 0, 32, 32 )
11/tile_mode = 0
11/occluder_offset = Vector2( 0, 0 )
11/navigation_offset = Vector2( 0, 0 )
11/shape_offset = Vector2( 0, 0 )
11/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
11/shape_one_way = false
11/shape_one_way_margin = 0.0
11/shapes = [ ]
11/z_index = 0

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@ -1,64 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://pictures/gui/backgrounds/inventory/inventory_background.png" type="Texture" id=1]
[ext_resource path="res://Scenes/Inventory_Script.gd" type="Script" id=2]
[ext_resource path="res://Scenes/TextureRect2.gd" type="Script" id=4]
[sub_resource type="GDScript" id=1]
script/source = "extends Node2D
#func _draw():
# var center = Vector2(200, 200)
# var radius = 80
# var angle_from = 75
# var angle_to = 195
# var color = Color(1.0, 0.0, 0.0)
# draw_circle_arc(center, radius, angle_from, angle_to, color)
#
#func draw_circle_arc(center, radius, angle_from, angle_to, color):
# var nb_points = 32
# var points_arc = PoolVector2Array()
#
# for i in range(nb_points + 1):
# var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
# points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
#
# for index_point in range(nb_points):
# draw_line(points_arc[index_point], points_arc[index_point + 1], color)
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
"
[node name="Inventory" type="Node2D"]
z_index = 1
script = SubResource( 1 )
[node name="TextureRect" type="TextureRect" parent="."]
margin_right = 40.0
margin_bottom = 40.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="inventory_background" type="Sprite" parent="TextureRect"]
position = Vector2( 617.053, 299.964 )
scale = Vector2( 3.08457, 1.99938 )
z_index = -1
texture = ExtResource( 1 )
script = ExtResource( 2 )
[node name="TextureRect2" type="TextureRect" parent="TextureRect/inventory_background"]
margin_left = -200.045
margin_top = -150.028
margin_right = -160.045
margin_bottom = -110.028
script = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}

View File

@ -1,41 +0,0 @@
extends Sprite
var items = [1,2,3]
func draw_circle_arc(center, radius, angle_from, angle_to, color):
var nb_points = 32
var points_arc = PoolVector2Array()
for i in range(nb_points + 1):
var angle_point = deg2rad(angle_from + i * (angle_to-angle_from) / nb_points - 90)
points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
for index_point in range(nb_points):
draw_line(points_arc[index_point], points_arc[index_point + 1], color)
func draw_circle_arc_poly(center, radius, angle_from, angle_to, color):
var nb_points = 32
var points_arc = PoolVector2Array()
points_arc.push_back(center)
var colors = PoolColorArray([color])
for i in range(nb_points + 1):
var angle_point = deg2rad(angle_from + i * (angle_to - angle_from) / nb_points - 90)
points_arc.push_back(center + Vector2(cos(angle_point), sin(angle_point)) * radius)
draw_polygon(points_arc, colors)
func _draw():
var center = Vector2(200, 200)
var radius = 80
var angle_from = 75
var angle_to = 195
var color = Color(1.0, 0.0, 0.0)
draw_circle_arc_poly(center, radius, angle_from, angle_to, color)
# Called when the node enters the scene tree for the first time.
func _ready():
_draw()
# for x in range(len(items)):
# _draw()
pass # Replace with function body.

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