mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
Made some changes, modded a datetime object, and started defining some parent classes.
This commit is contained in:
parent
98bb5209e3
commit
2d2e65d8ae
16
Godot/MainMenu/GodotUserInterface_Luke/Actor.gd
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16
Godot/MainMenu/GodotUserInterface_Luke/Actor.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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16
Godot/MainMenu/GodotUserInterface_Luke/CharacterCreation.gd
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Godot/MainMenu/GodotUserInterface_Luke/CharacterCreation.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -0,0 +1,5 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://Game.tscn" type="PackedScene" id=1]
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[node name="Game" instance=ExtResource( 1 )]
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Binary file not shown.
101
Godot/MainMenu/GodotUserInterface_Luke/Date.gd
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101
Godot/MainMenu/GodotUserInterface_Luke/Date.gd
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#extention of Date.gd from vanskodje-godotengine / godot-plugin-calendar-button
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extends Node
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class_name Date
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var day : int setget set_day
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var month : int setget set_month
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var year : int setget set_year
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var hour : int setget set_hour
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var minute : int setget set_minute
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var seconds : int setget set_seconds
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func _init(day : int = OS.get_datetime()["day"],
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month : int = OS.get_datetime()["month"],
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year : int = OS.get_datetime()["year"],
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hour : int = OS.get_datetime()["hour"],
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minute : int = OS.get_datetime()["minute"],
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seconds : int = OS.get_datetime()["second"]):
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self.day = day
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self.month = month
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self.year = year
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self.hour = hour
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self.minute = minute
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self.seconds = seconds
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# Supported Date Formats:
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# DD : Two digit day of month
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# MM : Two digit month
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# YY : Two digit year
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# YYYY : Four digit year
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func date(date_format = "DD-MM-YY") -> String:
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if("DD".is_subsequence_of(date_format)):
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date_format = date_format.replace("DD", str(day()).pad_zeros(2))
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if("MM".is_subsequence_of(date_format)):
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date_format = date_format.replace("MM", str(month()).pad_zeros(2))
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if("YYYY".is_subsequence_of(date_format)):
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date_format = date_format.replace("YYYY", str(year()))
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elif("YY".is_subsequence_of(date_format)):
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date_format = date_format.replace("YY", str(year()).substr(2,3))
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return date_format
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func day() -> int:
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return day
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func month() -> int:
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return month
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func year() -> int:
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return year
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func hour() -> int:
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return hour
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func minute() -> int:
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return minute
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func seconds() -> int:
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return seconds
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func set_day(var _day : int):
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day = _day
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func set_month(var _month : int):
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month = _month
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func set_year(var _year : int):
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year = _year
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func set_hour(var _hour : int):
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hour = _hour
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func set_minute(var _minute : int):
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minute = _minute
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func set_seconds(var _seconds : int):
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seconds = _seconds
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func change_to_prev_month():
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var selected_month = month()
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selected_month -= 1
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if(selected_month < 1):
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set_month(12)
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set_year(year() - 1)
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else:
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set_month(selected_month)
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func change_to_next_month():
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var selected_month = month()
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selected_month += 1
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if(selected_month > 12):
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set_month(1)
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set_year(year() + 1)
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else:
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set_month(selected_month)
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func change_to_prev_year():
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set_year(year() - 1)
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func change_to_next_year():
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set_year(year() + 1)
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49
Godot/MainMenu/GodotUserInterface_Luke/Die.gd
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49
Godot/MainMenu/GodotUserInterface_Luke/Die.gd
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extends Node
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class_name Die
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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enum DieCategory{
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D4,
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D6,
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D8,
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D10,
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D12,
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D00,
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D20
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}
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var dieType = DieCategory
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var numberOfFaces = 0
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func SetNumberOfSides():
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var DSides = dieType
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match DSides:
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D4:
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numberOfFaces = 4
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D6:
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numberOfFaces = 6
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D8:
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numberOfFaces = 8
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D10:
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numberOfFaces = 10
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D12:
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numberOfFaces = 12
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D00:
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numberOfFaces = 100
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D20:
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numberOfFaces = 20
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -1,38 +1,5 @@
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extends MarginContainer
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extends MarginContainer
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const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
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var db
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var db_name = "res://DataStore/database"
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func _ready():
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func _ready():
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db = SQLite.new()
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var TimeTest = OS.get_datetime()
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db.path = db_name
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print(TimeTest)
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#commitDataToDB()
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readFromDB()
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getItemsByUserID(1)
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func commitDataToDB():
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db.open_db()
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var tableName = "PlayerInfo"
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var dict : Dictionary = Dictionary()
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dict["Name"] = "This is a test user1"
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dict["Score"] = 6000
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db.insert_row(tableName,dict)
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print("Row Inserted")
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func readFromDB():
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db.open_db()
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var tableName = "PlayerInfo"
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db.query("select * from " + tableName + ";")
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for i in range(0,db.query_result.size()):
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print("Query results ", db.query_result[i]["Name"], db.query_result[i])
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func getItemsByUserID(id):
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db.open_db()
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#To Do, we should probably make this more generic, so it can query differnt tables
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db.query("select playerinfo.name as pname, ItemIventory.name as iname from playerinfo left join ItemIventory on playerinfo.ID = ItemIventory.PlayerID where playerinfo.id = " + str(id))
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for i in range(0, db.query_result.size()):
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print("Query results ", db.query_result[i]["pname"], db.query_result[i]["iname"])
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return db.query_result
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://GUI.gd" type="Script" id=1]
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[sub_resource type="StyleBoxFlat" id=1]
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[sub_resource type="StyleBoxFlat" id=1]
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bg_color = Color( 0.129412, 0.129412, 0.129412, 1 )
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bg_color = Color( 0.129412, 0.129412, 0.129412, 1 )
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@ -12,6 +14,7 @@ bg_color = Color( 0.309804, 0.305882, 0.305882, 1 )
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[node name="Game" type="Control"]
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[node name="Game" type="Control"]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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script = ExtResource( 1 )
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__meta__ = {
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__meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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21
Godot/MainMenu/GodotUserInterface_Luke/Menu.gd
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Godot/MainMenu/GodotUserInterface_Luke/Menu.gd
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var isPaused = false
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func isPausedFunc():
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print("Status is " + isPaused)
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return isPaused
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# Called when the node enters the scene tree for the first time.
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func _ready():
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isPausedFunc()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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58
Godot/MainMenu/GodotUserInterface_Luke/SaveAndLoadGame.gd
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Godot/MainMenu/GodotUserInterface_Luke/SaveAndLoadGame.gd
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extends Node
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const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
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var db
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var db_name = "res://DataStore/database"
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var isPaused = false
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func isPausedFunc():
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print(isPaused)
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return isPaused
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func _ready():
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db = SQLite.new()
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db.path = db_name
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commitDataToDB()
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#readFromDB()
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getItemsByUserID(1)
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isPausedFunc()
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func onSaveGame():
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print() #Return World object
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func onLoadGame():
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print() #Return World object
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func commitDataToDB():
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db.open_db()
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var tableName = "PlayerInfo"
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var dict : Dictionary = Dictionary()
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dict["Name"] = "Elon Musk"
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dict["Archetype"] = "The Best One"
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dict["Culture"] = "South African"
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dict["Desc"] = "One of the richest people alive"
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dict["Bio"] = "A Rich Guy"
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dict["Health"] = 100
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dict["Gold"] = 6000
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db.insert_row(tableName,dict)
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print("Row Inserted")
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func readFromDB():
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db.open_db()
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var tableName = "PlayerInfo"
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db.query("select * from " + tableName + ";")
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for i in range(0,db.query_result.size()):
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print("Query results ", db.query_result[i]["Name"], db.query_result[i])
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func getItemsByUserID(id):
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db.open_db()
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#To Do, we should probably make this more generic, so it can query differnt tables
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db.query("select playerinfo.name as pname, ItemIventory.name as iname from playerinfo left join ItemIventory on playerinfo.ID = ItemIventory.PlayerID where playerinfo.id = " + str(id))
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for i in range(0, db.query_result.size()):
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print("Query results ", db.query_result[i]["pname"], db.query_result[i]["iname"])
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return db.query_result# pass
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@ -14,4 +14,3 @@ func _on_Start_Game_gui_input(event):
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print("Clicked Start Game")
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print("Clicked Start Game")
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get_tree().change_scene("res://TestNode2D.tscn")
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get_tree().change_scene("res://TestNode2D.tscn")
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# Start Game button opens a new node for that purpose
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# Start Game button opens a new node for that purpose
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@ -5,11 +5,25 @@ extends Node2D
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# var a = 2
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# var a = 2
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# var b = "text"
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# var b = "text"
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var isPaused = false
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var isPaused = false
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var wantsNewGame = false
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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pass # Replace with function body.
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pass # Replace with function body.
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func CreateNewGame():
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print("Create World Object to save")
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func _wantsNewGame():
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if wantsNewGame == true:
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print("Yes")
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if wantsNewGame == false:
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print("No")
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return wantsNewGame
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# Make this function return a boolean.
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# Make this function return a boolean.
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func _isPaused():
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func _isPaused():
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if isPaused == true:
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if isPaused == true:
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46
Godot/MainMenu/GodotUserInterface_Luke/World.gd
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46
Godot/MainMenu/GodotUserInterface_Luke/World.gd
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extends MarginContainer
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const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
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var db
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var db_name = "res://DataStore/database"
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var isPaused = false
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var isGameOver = false
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func _ready():
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db = SQLite.new()
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db.path = db_name
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commitDataToDB()
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#readFromDB()
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getItemsByUserID(1)
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|
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func commitDataToDB():
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db.open_db()
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var tableName = "PlayerInfo"
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var dict : Dictionary = Dictionary()
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dict["Name"] = "Elon Musk"
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||||||
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dict["Archetype"] = "The Best One"
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||||||
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dict["Culture"] = "South African"
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dict["Desc"] = "One of the richest people alive"
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dict["Bio"] = "A Rich Guy"
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||||||
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dict["Health"] = 100
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dict["Gold"] = 6000
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db.insert_row(tableName,dict)
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|
print("Row Inserted")
|
||||||
|
|
||||||
|
func readFromDB():
|
||||||
|
db.open_db()
|
||||||
|
var tableName = "PlayerInfo"
|
||||||
|
db.query("select * from " + tableName + ";")
|
||||||
|
for i in range(0,db.query_result.size()):
|
||||||
|
print("Query results ", db.query_result[i]["Name"], db.query_result[i])
|
||||||
|
|
||||||
|
func getItemsByUserID(id):
|
||||||
|
db.open_db()
|
||||||
|
|
||||||
|
#To Do, we should probably make this more generic, so it can query differnt tables
|
||||||
|
|
||||||
|
db.query("select playerinfo.name as pname, ItemIventory.name as iname from playerinfo left join ItemIventory on playerinfo.ID = ItemIventory.PlayerID where playerinfo.id = " + str(id))
|
||||||
|
for i in range(0, db.query_result.size()):
|
||||||
|
print("Query results ", db.query_result[i]["pname"], db.query_result[i]["iname"])
|
||||||
|
return db.query_result
|
16
Godot/MainMenu/GodotUserInterface_Luke/WorldObject.gd
Normal file
16
Godot/MainMenu/GodotUserInterface_Luke/WorldObject.gd
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
extends Node
|
||||||
|
|
||||||
|
const date = preload("res://Date.gd")
|
||||||
|
|
||||||
|
var isPaused = false
|
||||||
|
var isGameOver = false
|
||||||
|
|
||||||
|
var Scene = SceneTree
|
||||||
|
# var players = Array or Similar for Actors
|
||||||
|
# var history = Array or Similar for Nodes
|
||||||
|
# var decisions = Array or Similar for ints
|
||||||
|
var DateTime = date.new()
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
var TimeTest = OS.get_datetime()
|
||||||
|
print(TimeTest)
|
@ -9,6 +9,16 @@
|
|||||||
config_version=4
|
config_version=4
|
||||||
|
|
||||||
_global_script_classes=[ {
|
_global_script_classes=[ {
|
||||||
|
"base": "Node",
|
||||||
|
"class": "Date",
|
||||||
|
"language": "GDScript",
|
||||||
|
"path": "res://Date.gd"
|
||||||
|
}, {
|
||||||
|
"base": "Node",
|
||||||
|
"class": "Die",
|
||||||
|
"language": "GDScript",
|
||||||
|
"path": "res://Die.gd"
|
||||||
|
}, {
|
||||||
"base": "Resource",
|
"base": "Resource",
|
||||||
"class": "SaveGame",
|
"class": "SaveGame",
|
||||||
"language": "GDScript",
|
"language": "GDScript",
|
||||||
@ -20,6 +30,8 @@ _global_script_classes=[ {
|
|||||||
"path": "res://SaveSystem/SceneObject.gd"
|
"path": "res://SaveSystem/SceneObject.gd"
|
||||||
} ]
|
} ]
|
||||||
_global_script_class_icons={
|
_global_script_class_icons={
|
||||||
|
"Date": "",
|
||||||
|
"Die": "",
|
||||||
"SaveGame": "",
|
"SaveGame": "",
|
||||||
"WorldObject": ""
|
"WorldObject": ""
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user