TinyAdventure/root_ui.gd

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GDScript
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class_name RootUI
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extends CanvasLayer
@export var startup_scene:PackedScene
@export var game_scene:PackedScene
@export var autostart_game_scene:bool = true
@onready var scene = %Scene
@onready var ui_panels:Array = [ %MainMenuUI, %NewGameUI, %GameUI ]
@onready var active_ui_panel:Control = null
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enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
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var current_level_resource:String
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func _ready():
if autostart_game_scene:
load_scene(game_scene)
set_root_ui_state(ROOT_UI_STATE.GAME)
else:
set_root_ui_state(ROOT_UI_STATE.MENU)
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func activate_ui_panel(ui_panel:Control):
for control in ui_panels:
if control == ui_panel:
control.visible = true
else:
control.visible = false
active_ui_panel = ui_panel
func load_scene(scene_resource:PackedScene):
for scene_child in scene.get_children():
scene_child.queue_free()
scene_child.get_parent().remove_child(scene_child)
print("Loading level '" + scene_resource.resource_path + "'")
scene.add_child(scene_resource .instantiate())
current_level_resource = scene_resource.resource_path
func save_game():
var player:Player = scene.find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
var save_game:SaveGame = SaveGame.new()
save_game.level = current_level_resource
save_game.level_pickup_items = %GameUI.picked_up_level_items
save_game.player_transform = player.global_transform
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for node:Node in get_tree().get_nodes_in_group("quest_state"):
save_game.quest_states[node.name] = {}
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
save_game.quest_states[node.name][property.name] = node.get(property.name)
for item_stack in player.inventory.get_item_stacks():
save_game.inventory.append({"item": item_stack.item, "count": item_stack.count})
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ResourceSaver.save(save_game, "user://savegame.tres")
activate_ui_panel(%GameUI)
func load_game():
set_root_ui_state(RootUI.ROOT_UI_STATE.UNDEFINED)
%GameUI.picked_up_level_items.clear()
var save_game:SaveGame = load("user://savegame.tres") as SaveGame
var level_resource:PackedScene = load(save_game.level)
load_scene(level_resource)
var player:Player = scene.find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
print("main.gd:load_gameq() Player = " + str(player))
player.global_transform = save_game.player_transform
# Quest state
for node:Node in get_tree().get_nodes_in_group("quest_state"):
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
node.set(property.name, save_game.quest_states[node.name][property.name])
# Inventory
player.inventory.clear()
var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
assert(inventory_item_stacks.size() >= save_game.inventory.size())
for i in range(save_game.inventory.size()):
inventory_item_stacks[i].item = save_game.inventory[i]["item"]
inventory_item_stacks[i].count = save_game.inventory[i]["count"]
# Picked up items
for item_path in save_game.level_pickup_items:
if get_tree().root.has_node(item_path):
var item_node = get_tree().root.get_node(item_path)
%GameUI.picked_up_level_items.append(item_path)
item_node.queue_free()
set_root_ui_state(RootUI.ROOT_UI_STATE.GAME)
func set_root_ui_state(state:ROOT_UI_STATE):
if _root_ui_state == state:
return
if state == ROOT_UI_STATE.GAME:
%GameUI.activate_game_scene(scene.get_child(0))
activate_ui_panel(%GameUI)
elif state == ROOT_UI_STATE.MENU:
load_scene(startup_scene)
%GameUI.activate_game_scene(null)
activate_ui_panel(%MainMenuUI)
_root_ui_state = state
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func _on_start_game_button_pressed():
load_scene(game_scene)
set_root_ui_state(ROOT_UI_STATE.GAME)
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func _on_quit_button_pressed():
get_tree().quit()
func _on_new_game_button_pressed():
activate_ui_panel(%NewGameUI)
func _to_main_menu_button_pressed():
set_root_ui_state(ROOT_UI_STATE.MENU)