1
Fork 0
mirror of https://github.com/Steffo99/swear-jar.git synced 2024-11-24 08:34:19 +00:00
swear-jar/interface/shop_ui.gd

181 lines
6.3 KiB
GDScript

extends Panel
class_name ShopUI
@onready var score_button: ScoreButton = $Rows/UpperButtons/ScoreButton
## Emitted when the Score button is pressed.
signal score_button_pressed
## Emitted when the Back button is presesd.
signal back_button_pressed
## Emitted when any purchase has started.
signal purchase_begin(what: PurchasableItem)
## Emitted when any purchase is cancelled.
signal purchase_cancel(what: PurchasableItem)
## Emitted when any purchase is completed.
##
## Emitted by complete_purchase().
signal purchase_success(what: PurchasableItem)
## Array of all PurchasableItems that this ShopUI should control.
var purchasable_items: Array[Node] = []
signal ghost_requested(what: PurchasableItem)
@onready var parent: Node = get_parent()
func _ready():
purchasable_items = find_children("*", "PurchasableItem", true, false)
for item in purchasable_items:
item.purchase_begin.connect(_on_any_purchase_begin.bind(item))
item.purchase_cancel.connect(_on_any_purchase_cancel.bind(item))
item.purchase_success.connect(_on_any_purchase_success.bind(item))
if parent is SafeUI:
parent.process_mode = PROCESS_MODE_DISABLED
else:
process_mode = PROCESS_MODE_DISABLED
func _on_any_purchase_begin(what: PurchasableItem):
print("[ShopUI] Beginning purchase of: ", what)
delete_button.disabled = true
if what.item_scene:
ghost_requested.emit(what)
purchase_begin.emit(what)
set_all_can_buy(false, what)
func _on_any_purchase_cancel(what: PurchasableItem):
print("[ShopUI] Cancelling purchase of: ", what)
delete_button.disabled = false
purchase_cancel.emit(what)
set_all_can_buy(true, what)
func _on_any_purchase_success(what: PurchasableItem):
print("[ShopUI] Succeeded purchase of: ", what)
if what.item_scene:
ghost_materialize.emit()
delete_button.disabled = false
purchase_success.emit(what)
set_all_can_buy(true, what)
func _on_game_score_changed(total: int):
score_button.set_score(total)
func _on_score_button_pressed():
score_button_pressed.emit()
func _on_back_button_pressed():
back_button_pressed.emit()
@export var copper_coin_scene: PackedScene
@export var silver_coin_scene: PackedScene
@export var gold_coin_scene: PackedScene
signal upgraded_auto_spawn(scene: PackedScene, period: float)
func _on_buy_auto_copper_purchase_success():
print("[ShopUI] Upgrading to Auto Copper * 2...")
upgraded_auto_spawn.emit(copper_coin_scene, 0.5)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoCopper.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyHeliCopper.has_unlocked = true
func _on_buy_heli_copper_purchase_success():
print("[ShopUI] Upgrading to Auto Copper * 8...")
upgraded_auto_spawn.emit(copper_coin_scene, 0.125)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyHeliCopper.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoSilver.has_unlocked = true
func _on_buy_auto_silver_purchase_success():
print("[ShopUI] Upgrading to Auto Silver * 2...")
upgraded_auto_spawn.emit(silver_coin_scene, 0.5)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoSilver.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuySuperSilver.has_unlocked = true
func _on_buy_super_silver_purchase_success():
print("[ShopUI] Upgrading to Auto Silver * 8...")
upgraded_auto_spawn.emit(silver_coin_scene, 0.125)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuySuperSilver.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoGold.has_unlocked = true
func _on_buy_auto_gold_purchase_success():
print("[ShopUI] Upgrading to Auto Gold * 2...")
upgraded_auto_spawn.emit(gold_coin_scene, 0.5)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoGold.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyMidasTouch.has_unlocked = true
func _on_buy_midas_touch_purchase_success():
print("[ShopUI] Upgrading to Auto Gold * 8...")
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyMidasTouch.has_unlocked = false
upgraded_auto_spawn.emit(gold_coin_scene, 0.125)
signal upgraded_manual_spawn(scene: PackedScene)
func _on_buy_silver_star_purchase_success():
print("[ShopUI] Upgrading to Manual Silver...")
upgraded_manual_spawn.emit(silver_coin_scene)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuySilverStar.has_unlocked = false
$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuyGoldStar.has_unlocked = true
func _on_buy_gold_star_purchase_success():
print("[ShopUI] Upgrading to Manual Gold...")
upgraded_manual_spawn.emit(gold_coin_scene)
$Rows/PaddedScrollable/Scrollable/ScrollableItems/AutomaticCategory/BuyGoldStar.has_unlocked = false
signal ghost_materialize
func _on_buy_silverifier_purchase_success():
print("[ShopUI] Completing Silver-ifier...")
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ConvertCategory/BuyGoldenser.has_unlocked = true
func _on_buy_goldenser_purchase_success():
print("[ShopUI] Completing Gold-enser...")
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ConvertCategory/BuyGemificator.has_unlocked = true
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ConvertCategory/BuyCompressor.has_unlocked = true
func _on_buy_gemificator_purchase_begin():
print("[ShopUI] Completing Gem-ificator...")
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ConvertCategory/BuyArtifactomatic.has_unlocked = true
func _on_buy_compressor_purchase_success():
print("[ShopUI] Completing Coal-pressor...")
$Rows/PaddedScrollable/Scrollable/ScrollableItems/ConvertCategory/BuyArtifactomatic.has_unlocked = true
func _on_buy_artifactomatic_purchase_success():
print("[ShopUI] Completing Arti-factory...")
@onready var delete_button = $Rows/UpperButtons/DeleteButton
var is_deleting = false
signal delete_begin
signal delete_cancel
func _on_delete_button_pressed():
if is_deleting:
is_deleting = false
delete_button.text = "Del"
delete_button.modulate = Color.WHITE
set_all_can_buy(true, null)
delete_cancel.emit()
else:
is_deleting = true
delete_button.text = "Undo"
delete_button.modulate = Color.RED
set_all_can_buy(false, null)
delete_begin.emit()
func set_all_can_buy(state: bool, except: PurchasableItem):
for item in purchasable_items:
if item == except:
continue
item.can_buy = state