extends Node2D var ShowInventory = 0 var LeftClick = 0 var player_inventory_items = [] var loadedscenes = {} var river_intersection_home_2 = preload("res://river_intersection_home2.tscn").instance() var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance() var loadgame_screen = null var current_scene = null var current_camera = null var dev_stats = true 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 func AddScene(scene, savename, loadscene=true): loadedscenes[savename] = scene if(loadscene): GoToScene(savename) pass #Go to schene by name func GoToScene(scene): if current_scene != null: get_tree().get_root().remove_child(current_scene) 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) func LoadSave(target="Storage.db"): dbname = target Database.OpenConnection() #Save everything func Save(): Database.SaveInventory(player_inventory_items) print(player_inventory_items) func _input(event): pass func _ready(): # get_tree().get_root().add_child(river_intersection_home_2) # get_tree().get_root().add_child(inventory_screen) pass func Log(msg, level=1): match level: 1: print("[Log]" + msg) 2: print("[Warn]" + msg) 3: print("[Err]" + msg)