Renamed assets, worked on the clock and map, started improving assets.
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@@ -5,12 +5,14 @@ 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 menu : GameMenu = null
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var open : bool = false
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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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var last_screenshot : Image
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var shifts : Array[float] = []
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var current_shift = -1
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func _ready() -> void:
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player_data = Adventurer.new()
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Quest.load_quest_list()
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@@ -46,10 +48,14 @@ func toggle_player_profile():
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add_child(player_profile)
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player_profile.setup(player.data)
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func start_shift(shift_num) -> void:
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current_shift = shift_num
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panel.reset_timer(shifts[shift_num])
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func end_shift() -> void:
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take_screenshot()
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open = false
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open = !open
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start_shift(wrap(current_shift+1, 0, len(shifts)))
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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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@@ -66,7 +72,7 @@ func end_shift() -> void:
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#window.per
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Guild.hall.process_mode = Node.PROCESS_MODE_DISABLED
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Guild.hall.visible = false
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top_menu.hide()
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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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@@ -86,26 +92,30 @@ func test_save() -> void:
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take_screenshot()
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var save_dict = {
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"savetime": Time.get_datetime_string_from_system(),
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"screenshot": last_screenshot
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"screenshot": last_screenshot.save_png_to_buffer().hex_encode()
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}
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#Save the guild data
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save_dict["guildname"] = Guild.name
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save_dict["guildlevel"] = Guild.level
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#Save the player data
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if player:
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save_dict["playername"] = player.data.full_name()
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save_dict["playerlevel"] = player.data.level
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save_dict.player = player.save()
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#Save the employee data
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#Save the adventurer data
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var members = Guild.save_members()
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if len(members) > 0:
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save_dict.members = members
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#Save the quest data
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#Save the quest progress
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var quests = Guild.save_quests()
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if len(quests) > 0:
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save_dict.quests = quests
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var save_file = FileAccess.open("user://savefile.save", FileAccess.WRITE)
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save_file.store_line(JSON.stringify(save_dict))
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save_file.store_line(JSON.stringify(save_dict, "\t"))
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func get_savefile_data(filename : String) -> Dictionary:
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var load_file = FileAccess.open("user://" + filename, FileAccess.READ)
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var json = JSON.new()
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var json_string = load_file.get_line()
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var json_string = load_file.get_as_text()
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var parse_result = json.parse(json_string)
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if not parse_result == OK:
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printerr("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
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@@ -114,14 +124,7 @@ func get_savefile_data(filename : String) -> Dictionary:
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var ss : String = json.data.screenshot
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#print(ss.data)
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image.load_png_from_buffer(ss.hex_decode())
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var data_dict = {
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"playername": json.data.playername,
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"playerlevel": json.data.playerlevel,
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"guildname": json.data.guildname,
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"guildlevel": json.data.guildlevel,
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"savetime": json.data.savetime,
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"screenshot": image
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}
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var data_dict = json.data.duplicate_deep()
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return data_dict
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func test_load(filename : String) -> void:
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