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Added DB Browser and a basic SQLite DB for the project
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DBBrowser/DB Browser for SQLite
DB Browser for SQLCipher.exeDB Browser for SQLite.exeQt5Concurrent.dllQt5Core.dllQt5Gui.dllQt5Network.dllQt5PrintSupport.dllQt5Widgets.dllQt5Xml.dllapi-ms-win-core-console-l1-1-0.dllapi-ms-win-core-datetime-l1-1-0.dllapi-ms-win-core-debug-l1-1-0.dllapi-ms-win-core-errorhandling-l1-1-0.dllapi-ms-win-core-file-l1-1-0.dllapi-ms-win-core-file-l1-2-0.dllapi-ms-win-core-file-l2-1-0.dllapi-ms-win-core-handle-l1-1-0.dllapi-ms-win-core-heap-l1-1-0.dllapi-ms-win-core-interlocked-l1-1-0.dllapi-ms-win-core-libraryloader-l1-1-0.dllapi-ms-win-core-localization-l1-2-0.dllapi-ms-win-core-memory-l1-1-0.dllapi-ms-win-core-namedpipe-l1-1-0.dllapi-ms-win-core-processenvironment-l1-1-0.dllapi-ms-win-core-processthreads-l1-1-0.dllapi-ms-win-core-processthreads-l1-1-1.dllapi-ms-win-core-profile-l1-1-0.dllapi-ms-win-core-rtlsupport-l1-1-0.dllapi-ms-win-core-string-l1-1-0.dllapi-ms-win-core-synch-l1-1-0.dllapi-ms-win-core-synch-l1-2-0.dllapi-ms-win-core-sysinfo-l1-1-0.dllapi-ms-win-core-timezone-l1-1-0.dllapi-ms-win-core-util-l1-1-0.dllapi-ms-win-crt-conio-l1-1-0.dllapi-ms-win-crt-convert-l1-1-0.dllapi-ms-win-crt-environment-l1-1-0.dllapi-ms-win-crt-filesystem-l1-1-0.dllapi-ms-win-crt-heap-l1-1-0.dllapi-ms-win-crt-locale-l1-1-0.dllapi-ms-win-crt-math-l1-1-0.dllapi-ms-win-crt-multibyte-l1-1-0.dllapi-ms-win-crt-private-l1-1-0.dllapi-ms-win-crt-process-l1-1-0.dllapi-ms-win-crt-runtime-l1-1-0.dllapi-ms-win-crt-stdio-l1-1-0.dllapi-ms-win-crt-string-l1-1-0.dllapi-ms-win-crt-time-l1-1-0.dllapi-ms-win-crt-utility-l1-1-0.dll
bearer
concrt140.dllextensions
imageformats
libcrypto-1_1-x64.dlllibssl-1_1-x64.dlllicenses
msvcp140.dllmsvcp140_1.dllmsvcp140_2.dllplatforms
printsupport
sqlcipher.dllsqlite3.dllstyles
translations
qt_ar.qmqt_cs.qmqt_de.qmqt_en.qmqt_es.qmqt_fr.qmqt_it.qmqt_ja.qmqt_ko.qmqt_pl.qmqt_pt.qmqt_ru.qmqt_uk.qmqt_zh_CN.qmqt_zh_TW.qmqtbase_ar.qmqtbase_cs.qmqtbase_de.qmqtbase_en.qmqtbase_es.qmqtbase_fr.qmqtbase_it.qmqtbase_ja.qmqtbase_ko.qmqtbase_pl.qmqtbase_ru.qmqtbase_uk.qmqtmultimedia_ar.qmqtmultimedia_cs.qmqtmultimedia_de.qmqtmultimedia_en.qmqtmultimedia_es.qmqtmultimedia_fr.qmqtmultimedia_it.qmqtmultimedia_ja.qmqtmultimedia_ko.qmqtmultimedia_pl.qmqtmultimedia_ru.qmqtmultimedia_uk.qmqtscript_ar.qmqtscript_cs.qmqtscript_de.qmqtscript_en.qmqtscript_es.qmqtscript_fr.qmqtscript_it.qmqtscript_ja.qmqtscript_ko.qmqtscript_pl.qmqtscript_ru.qmqtscript_uk.qmqtxmlpatterns_cs.qmqtxmlpatterns_de.qmqtxmlpatterns_en.qmqtxmlpatterns_es.qmqtxmlpatterns_fr.qmqtxmlpatterns_it.qmqtxmlpatterns_ja.qmqtxmlpatterns_ko.qmqtxmlpatterns_pl.qmqtxmlpatterns_ru.qmqtxmlpatterns_uk.qm
ucrtbase.dllvccorlib140.dllvcruntime140.dllGodot/MainMenu/GodotUserInterface_Luke
.import
DataStore
GUI.tscnHostAndJoinGame.gdMainSystem.gdPlayer_Settings_Button.gdSaveSystem
Start Game.gdTestNode2D.gdTestNode2D.tscnbin
default_env.tresgdsqlite.gdnsicon.pngicon.png.importproject.godot@ -0,0 +1,21 @@
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extends Resource
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# Authors Luke Gebbink
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# Last Changed 10/03/2021
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# found
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#
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class_name SaveGame
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export var game_version : String = ''
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export var data : Dictionary = {}
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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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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 time_start = 0
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var time_now = 0
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class_name WorldObject
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var Players: String = ''
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var Scene: Scene
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var History: = Array()
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var decisions:
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var totalTime:
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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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time_start = OS.get_unix_time()
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set_process(true)
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# Should we tie time to the save files or the application?
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# I would think the save files.
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func _process(delta):
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time_now = OS.get_unix_time()
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var elapsed = time_now - time_start
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var minutes = elapsed / 60
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var seconds = elapsed % 60
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var str_elapsed = "%02d : %02d" % [minutes, seconds]
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print("elapsed : ", str_elapsed)
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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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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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const SaveGame = preload('res://SaveSystem/GameSave.gd')
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var SAVE_FOLDER : String = "res://SaveSystem/SaveLocations"
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var SAVE_NAME_TEMPLATE : String = "save_%03D.tres"
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func save(id : int):
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"""
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Passes a save game resource to all nodes to save data from and writes it to the disk
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Modfied from GDQuest's Godot Lesson Found Here: https://www.youtube.com/watch?v=ML-hiNytIqE
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"""
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var save_game := SaveGame.new()
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save_game.game_version = ProjectSettings.get_setting("application/config/version")
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for node in get_tree().get_nodes_in_group('save'):
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node.save(save_game)
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var directory : Directory = Directory.new()
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if not directory.dir.exists(SAVE_FOLDER):
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directory.make_dir_recursive(SAVE_FOLDER)
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var save_path = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
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var error : int = ResourceSaver.save(save_path, save_game)
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if error != OK:
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print('There was an issue writing the save %s to %s' % [id, save_path])
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func load(id : int):
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var save_file_path : String = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
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var file : File = File.new()
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if not file.file_exists(save_file_path):
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print("Save file %s doesn't exist" % save_file_path)
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return
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var save_game : Resource = load(save_file_path)
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for node in get_tree().get_nodes_in_group('save'):
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node.load(save_game)
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