Fixed the game and applied PlayerData global file
This commit is contained in:
parent
98ee292d30
commit
882f784b42
5 changed files with 20 additions and 8 deletions
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@ -35,3 +35,10 @@ func _on_give_experience(amount: float) -> void:
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func _on_give_money(amount: float) -> void:
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func _on_give_money(amount: float) -> void:
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money += amount
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money += amount
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func try_purchase(amount) -> bool:
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if amount <= money:
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money -= amount
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return true
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else:
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return false
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@ -5,4 +5,5 @@ var printer_data: PrinterData
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func initialize_printer(data: PrinterData) -> void:
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func initialize_printer(data: PrinterData) -> void:
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printer_data = data
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printer_data = data
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#print("Creating bought printer: " + printer_data.printer_manufacturer)
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model.text = printer_data.printer_manufacturer + printer_data.printer_type
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model.text = printer_data.printer_manufacturer + printer_data.printer_type
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@ -20,3 +20,4 @@ func initialize_printer(data: PrinterData) -> void:
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func _on_buy_button_pressed() -> void:
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func _on_buy_button_pressed() -> void:
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buy_printer.emit(self)
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buy_printer.emit(self)
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print("Shop tab printer clicked: " + self.printer_data.printer_manufacturer)
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@ -13,5 +13,5 @@ func _ready() -> void:
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new_printer.buy_printer.connect(_buy_printer_pressed)
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new_printer.buy_printer.connect(_buy_printer_pressed)
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func _buy_printer_pressed(bought_printer):
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func _buy_printer_pressed(bought_printer):
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print("Printer model: " + bought_printer.printer_data.printer_type)
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#print("Printer model: " + bought_printer.printer_data.printer_type)
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printer_purchase_requested.emit(bought_printer.printer_data)
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printer_purchase_requested.emit(bought_printer.printer_data)
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17
ui.gd
17
ui.gd
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@ -3,7 +3,7 @@ extends Control
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@export var jobs_array: Array[JobData]
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@export var jobs_array: Array[JobData]
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@export var job_limit: int = 5
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@export var job_limit: int = 5
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var jobs_tab_button: Button
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var jobs_tab_button: Button
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const job_scene = preload("uid://dvfcie8hqcb0")
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const JOB_SCENE = preload("uid://dvfcie8hqcb0")
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const PRINTER = preload("uid://33ctlyrpibs3")
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const PRINTER = preload("uid://33ctlyrpibs3")
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func _ready() -> void:
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func _ready() -> void:
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@ -12,6 +12,7 @@ func _ready() -> void:
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%Level.text = "Level: " + str(PlayerData.level)
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%Level.text = "Level: " + str(PlayerData.level)
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jobs_tab_button = $VBoxContainer/MainArea/RightColumn/TabSwitcher/TabButtons/JobsTabButton
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jobs_tab_button = $VBoxContainer/MainArea/RightColumn/TabSwitcher/TabButtons/JobsTabButton
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PlayerData.xp_changed.connect(_on_xp_changed)
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PlayerData.level_changed.connect(_on_level_changed)
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PlayerData.level_changed.connect(_on_level_changed)
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PlayerData.money_changed.connect(_on_money_changed)
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PlayerData.money_changed.connect(_on_money_changed)
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@ -21,13 +22,16 @@ func generate_job():
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if not job_count.size() >= job_limit:
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if not job_count.size() >= job_limit:
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var random_job: JobData = jobs_array.pick_random()
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var random_job: JobData = jobs_array.pick_random()
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var new_job = job_scene.instantiate()
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var new_job = JOB_SCENE.instantiate()
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%JobContainer.add_child(new_job)
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%JobContainer.add_child(new_job)
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new_job.initialize_job(random_job)
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new_job.initialize_job(random_job)
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job_count = %JobContainer.get_children()
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job_count = %JobContainer.get_children()
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jobs_tab_button.text = "Jobs (" + str(job_count.size()) + "/" + str(job_limit) + ")"
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jobs_tab_button.text = "Jobs (" + str(job_count.size()) + "/" + str(job_limit) + ")"
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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new_job.job_accepted.connect(_on_job_accepted_pressed)
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# --- Experience, Level and Money update ---
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func _on_xp_changed(xp):
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%Experience.value = xp
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func _on_level_changed(level):
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func _on_level_changed(level):
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%Level.text = "Level: " + str(level)
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%Level.text = "Level: " + str(level)
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func _on_money_changed(money):
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func _on_money_changed(money):
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@ -35,9 +39,7 @@ func _on_money_changed(money):
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func _on_job_accepted_pressed(accepted_job):
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func _on_job_accepted_pressed(accepted_job):
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print("Job accepted")
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print("Job accepted")
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#give_experience(accepted_job.job_data.job_experience)
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PlayerData.give_experience.emit(accepted_job.job_data.job_experience)
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PlayerData.give_experience.emit(accepted_job.job_data.job_experience)
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#give_money(accepted_job.job_data.job_reward)
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PlayerData.give_money.emit(accepted_job.job_data.job_reward)
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PlayerData.give_money.emit(accepted_job.job_data.job_reward)
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accepted_job.queue_free()
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accepted_job.queue_free()
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@ -48,8 +50,9 @@ func _on_job_spawner_timeout() -> void:
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generate_job()
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generate_job()
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func _on_printers_printer_purchase_requested(printer_data: PrinterData) -> void:
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func _on_printers_printer_purchase_requested(printer_data: PrinterData) -> void:
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if printer_data.printer_price <= PlayerData.money:
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#print("Signal reached UI: " + printer_data.printer_manufacturer)
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#money -= printer_data.printer_price
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if PlayerData.try_purchase(printer_data.printer_price):
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#%Money.text = "Money: " + str(money) + "€"
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%Money.text = "Money: " + str(PlayerData.money) + "€"
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var new_printer = PRINTER.instantiate()
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var new_printer = PRINTER.instantiate()
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%PrinterContainer.add_child(new_printer)
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new_printer.initialize_printer(printer_data)
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new_printer.initialize_printer(printer_data)
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