feat: ability to share dragons

This commit is contained in:
Gerard Gascón 2025-04-09 16:49:50 +02:00
parent 3919df1805
commit 029ad6d45f
15 changed files with 203 additions and 30 deletions

View file

@ -14,16 +14,17 @@ var _instantiator: DragonInstantiator
var _save_load: SaveLoad
var _library: DragonLibrary
var _dragon_entities: Dictionary = {}
func _ready():
_library = DragonLibrary.new(hat_outfits, shirt_outfits, shoes_outfits)
_instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window())
_save_load = SaveLoad.new()
_load_game()
await get_tree().process_frame
move_window_to_bottom_right()
_load_game()
func move_window_to_bottom_right():
@ -42,39 +43,52 @@ func move_window_to_bottom_right():
func add_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
# TODO: Check for free positon
_instantiate_dragon_ingame(dragon_spots[0].position, hat, shirt, shoes, dragon_name)
_library.add_dragon(dragon_name, hat, shirt, shoes)
var id: int = _library.add_dragon(dragon_name, hat, shirt, shoes)
_instantiate_dragon_ingame(dragon_spots[0].position, hat, shirt, shoes, dragon_name, id)
func _load_game():
_save_load.load()
_library.add_dragons(_save_load.get_dragons())
var dragons: Array = _save_load.get_dragons()
_library.add_dragons(dragons)
for d in dragons:
if d['pos'] != Vector2i(0, 0):
var hat: Texture2D = hat_outfits.get_texture(d['hat'])
var shirt: Texture2D = shirt_outfits.get_texture(d['shirt'])
var shoes: Texture2D = shoes_outfits.get_texture(d['shoes'])
_pick_dragon(d['id'], d['pos'], hat, shirt, shoes, d['name'], false)
print(_save_load.contents_to_save)
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
func _instantiate_dragon_ingame(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, id: int):
var dragon: DragonEntity = dragon_ingame.instantiate()
dragon.dress(hat, shirt, shoes)
dragon.set_dragon_name(dragon_name)
add_child(dragon)
dragon.id = id
dragon.position = position
dragon.on_pick.connect(_pick_dragon)
func _pick_dragon(position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String):
var dragon: Dragon = _instantiator.instantiate(position, hat, shirt, shoes, dragon_name)
func _pick_dragon(id: int, position: Vector2, hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String, drag: bool = true):
var dragon: Dragon = _instantiator.instantiate(position, hat, shirt, shoes, dragon_name, drag)
dragon.id = id
_dragon_entities[id] = dragon
dragon.place_back.connect(_dragon_place_back)
add_child(dragon)
func _dragon_place_back(dragon: Dragon):
print(dragon)
_dragon_entities.erase(dragon.id)
func _on_close_pressed() -> void:
_save_load.clear_dragons()
for d in _library.dragons:
_save_load.add_dragon(d['name'], d['hat'], d['shirt'], d['shoes'])
if _dragon_entities.has(d['id']) and _dragon_entities[d['id']] != null:
_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], _dragon_entities[d['id']].position)
else:
_save_load.add_dragon(d['id'], d['name'], d['hat'], d['shirt'], d['shoes'], Vector2i(0, 0))
_save_load.save()
await get_tree().process_frame
await get_tree().process_frame