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