Extensive work on the sideview and initial work on player profiles, inventory display, and renaming adventurerdata vs adventurer to adventurer vs adventurersprite
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@@ -2,19 +2,26 @@ extends Node
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var player : Player = null
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var panel : GamePanel = null
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var player_profile : Window = null
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var quest_log : QuestLog = null
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var top_menu : TopMenu = null
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var active : bool = true
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var open : bool = true
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var end_shift_confirmation : ConfirmationDialog
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var end_shift_confirm_template = preload("res://templates/end_shift_confirmation.tscn")
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var player_profile_template = preload("res://templates/player_profile_window.tscn")
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func _ready() -> void:
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DisplayServer.register_additional_output(self)
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end_shift_confirmation = end_shift_confirm_template.instantiate()
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add_child(end_shift_confirmation)
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func _process(delta: float) -> void:
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if active and Input.is_action_just_pressed("switch modes"):
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confirm_end_shift()
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if open:
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if Input.is_action_just_pressed("profile"):
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toggle_player_profile()
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if Input.is_action_just_pressed("switch modes"):
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confirm_end_shift()
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func add_quest_progress_bar(quest : Quest) -> void:
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panel.add_quest_progress_bar(quest)
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@@ -25,10 +32,22 @@ func confirm_end_shift() -> void:
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func setup_visitor_ui(spawner: VisitorSpawner)-> void:
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if panel:
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panel.connect_visitor_spawner(spawner)
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func toggle_player_profile():
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if player_profile != null:
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player_profile.queue_free()
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player_profile = null
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else:
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player_profile = player_profile_template.instantiate()
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add_child(player_profile)
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player_profile.setup(player.data)
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func end_shift() -> void:
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active = false
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panel.switch_panel(active)
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open = false
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if player_profile != null:
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toggle_player_profile()
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panel.switch_panel(open)
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var window = get_window()
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window.mode = Window.MODE_WINDOWED
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var size = DisplayServer.screen_get_size()
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@@ -45,7 +64,11 @@ func end_shift() -> void:
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top_menu.hide()
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panel.get_parent().global_position = Vector2i(5,5)
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window.size = Vector2i(415,700)
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panel.populate_quest_views()
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panel.populate_quest_bars()
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func notice(msg : String, time : float = 1) -> void:
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panel.notice(msg, time)
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func calculate_kill_exp(killer : QuestSprite, killed : QuestSprite) -> int:
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return clamp(1, (killed.level - killer.level) * 5, 100)
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