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https://github.com/Steffo99/swear-jar.git
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110 lines
3.8 KiB
GDScript
110 lines
3.8 KiB
GDScript
extends Node2D
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class_name Game
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@onready var button_spawner: Spawner = $ButtonSpawner
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@onready var time_spawner: Spawner = $TimeSpawner
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@onready var time_spawner_timer: Timer = $TimeSpawner/Timer
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@onready var store_collector: Collector = $StoreCollector
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@onready var store_collector_panel: Panel = $StoreCollector/Panel
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@onready var store_collector_texturerect: TextureRect = $StoreCollector/Panel/TextureRect
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@onready var store_collector_counter: Label = $StoreCollector/Panel/Label
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@onready var ghost: Ghost = $Ghost
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func trigger_spawn():
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button_spawner.spawn()
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signal score_changed(total: int)
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func _on_score_changed(total: int):
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score_changed.emit(total)
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func _on_upgraded_auto_spawn(scene: PackedScene, period: float):
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time_spawner.scene = scene
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time_spawner_timer.wait_time = period
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time_spawner_timer.start()
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func _on_upgraded_manual_spawn(scene: PackedScene):
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button_spawner.scene = scene
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func _on_purchase_begin(what: PurchasableItem):
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print("[Game] Beginning purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
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store_collector.collecting_types = [what.item_cost_type]
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store_collector.collecting_amount = what.item_cost_goal
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store_collector.goal.connect(_handle_purchase_success.bind(what))
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update_counter_icon()
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update_counter_text()
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store_collector_panel.show()
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time_spawner_timer.stop()
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func _handle_purchase_success(what: PurchasableItem):
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what.complete_purchase()
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func _on_purchase_cancel(what: PurchasableItem):
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print("[Game] Cancelled purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
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store_collector.collecting_types = []
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store_collector.goal.disconnect(_handle_purchase_success)
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store_collector_panel.hide()
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ghost.process_mode = Node.PROCESS_MODE_DISABLED
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ghost.hide()
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time_spawner_timer.start()
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func _on_purchase_success(what: PurchasableItem):
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print("[Game] Succedeed purchase of ", what.name, " costing ", what.item_cost_goal, "x ", what.item_cost_type)
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store_collector.collecting_types = []
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store_collector.goal.disconnect(_handle_purchase_success)
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store_collector_panel.hide()
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ghost.process_mode = Node.PROCESS_MODE_DISABLED
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ghost.hide()
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time_spawner_timer.start()
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func _on_store_collector_collected(_body: RigidBody2D):
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update_counter_text()
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func update_counter_text():
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store_collector_counter.text = "%d" % (store_collector.collecting_amount - store_collector.collected_count)
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@export var upgrade_copper_texture: Texture2D
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@export var upgrade_silver_texture: Texture2D
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@export var upgrade_gold_texture: Texture2D
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func update_counter_icon():
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if len(store_collector.collecting_types) == 0:
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store_collector_texturerect.texture = null
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elif store_collector.collecting_types[0] == &"Copper":
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store_collector_texturerect.texture = upgrade_copper_texture
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elif store_collector.collecting_types[0] == &"Silver":
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store_collector_texturerect.texture = upgrade_silver_texture
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elif store_collector.collecting_types[0] == &"Gold":
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store_collector_texturerect.texture = upgrade_gold_texture
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else:
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store_collector_texturerect.texture = null
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func _on_ghost_requested(scene: PackedScene, texture: Texture2D):
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ghost.scene_to_instantiate = scene
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ghost.preview_texture = texture
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ghost.process_mode = Node.PROCESS_MODE_INHERIT
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ghost.show()
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func _on_ghost_materialize():
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var instantiated = ghost.materialize()
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if not instantiated:
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print("[Game] The ghost can't materialize; the spawning is cancelled!")
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return
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var spawner = instantiated.find_child("Spawner")
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if spawner != null:
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spawner.target = self
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func _on_shop_ui_delete_begin():
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var converters = find_children("*", "Converter", true, false)
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for converter in converters:
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converter.pending_deletion()
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func _on_shop_ui_delete_end():
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var converters = find_children("*", "Converter", true, false)
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for converter in converters:
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converter.ending_deletion()
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