extends Node2D var ShowInventory = 0 var LeftClick = 0 var player_inventory_items = [] 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" 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 GoToScene(scene): if current_scene != null: get_tree().get_root().remove_child(current_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)