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swear-jar/game/game.gd

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GDScript3
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extends Node2D
class_name Game
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@onready var button_spawner: Spawner = $ButtonSpawner
@onready var time_spawner: Spawner = $TimeSpawner
@onready var time_spawner_timer: Timer = $TimeSpawner/Timer
@onready var store_collector: Collector = $StoreCollector
@onready var store_collector_panel: Panel = $StoreCollector/Panel
@onready var store_collector_texturerect: TextureRect = $StoreCollector/Panel/TextureRect
@onready var store_collector_counter: Label = $StoreCollector/Panel/Label
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func trigger_spawn():
button_spawner.spawn()
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signal score_changed(total: int)
func _on_score_changed(total: int):
score_changed.emit(total)
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func _on_upgraded_auto_spawn(scene: PackedScene, period: float):
time_spawner.scene = scene
time_spawner_timer.wait_time = period
time_spawner_timer.start()
func _on_upgraded_manual_spawn(scene: PackedScene):
button_spawner.scene = scene
func _on_purchase_begin(what: PurchasableItem):
print("[Game] Beginning purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
store_collector.collecting_types = [what.item_cost_type]
store_collector.collecting_amount = what.item_cost_goal
store_collector.goal.connect(_handle_purchase_success.bind(what))
update_counter_icon()
update_counter_text()
store_collector_panel.show()
func _handle_purchase_success(what: PurchasableItem):
what.complete_purchase()
func _on_purchase_cancel(what: PurchasableItem):
print("[Game] Cancelled purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
store_collector.collecting_types = []
store_collector.goal.disconnect(_handle_purchase_success)
store_collector_panel.hide()
func _on_purchase_success(what: PurchasableItem):
print("[Game] Succedeed purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
store_collector.collecting_types = []
store_collector.goal.disconnect(_handle_purchase_success)
store_collector_panel.hide()
func _on_store_collector_collected(_body: RigidBody2D):
update_counter_text()
func update_counter_text():
store_collector_counter.text = "%d" % (store_collector.collecting_amount - store_collector.collected_count)
@export var upgrade_copper_texture: Texture2D
@export var upgrade_silver_texture: Texture2D
@export var upgrade_gold_texture: Texture2D
func update_counter_icon():
if len(store_collector.collecting_types) == 0:
store_collector_texturerect.texture = null
elif store_collector.collecting_types[0] == &"Copper":
store_collector_texturerect.texture = upgrade_copper_texture
elif store_collector.collecting_types[0] == &"Silver":
store_collector_texturerect.texture = upgrade_silver_texture
elif store_collector.collecting_types[0] == &"Gold":
store_collector_texturerect.texture = upgrade_gold_texture
else:
store_collector_texturerect.texture = null