mirror of
https://github.com/RPG-Research/bcirpg.git
synced 2024-04-16 14:23:01 +00:00
Work on outputting history to file and loading; using singleton history object
WIP regarding history -- saving to file (also INI/Config for now) and loading in; applying this as a singleton.
This commit is contained in:
@ -1,7 +1,11 @@
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#BUT_HISTORY:
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# Unique script attached to the But_History to hide/show history versus
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# current game page.
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tool
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extends Button
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onready var game_history_array = get_node("../../../../../").history_array
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onready var game_history_array = get_node("/root/History").historyScreensSingleton.output_history_array
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var is_history = false
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@ -15,7 +19,8 @@ func _on_But_History_button_up():
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var option_three = get_node("../../InputArea/VBoxContainer/option3")
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if(!is_history):
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history_rows_node.add_child(game_history_array[0])
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if(game_history_array != null):
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history_rows_node.add_child(game_history_array[0])
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history_pager_button.show()
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history_rows_node.show()
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current_text_node.hide()
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@ -1,12 +1,23 @@
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#BUT_HISTORY_PAGE:
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# Unique paging script for showing next page in the history game's history
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# array.
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tool
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extends Button
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onready var game_history_array = get_node("../../../../../").history_array
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onready var game_history_array = get_node("/root/History").historyScreensSingleton.output_history_array
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#DKM TEMP: conversion to global -- prior method
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#onready var game_history_array = get_node("../../../../../").history_array
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var current_page = 0
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func _on_But_History_Page_button_up():
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var history_rows_node = get_node("../../GameInfo/HistoryRows")
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current_page += 1
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if(current_page < game_history_array.size()-1):
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current_page += 1
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else:
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current_page = 0
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history_rows_node.remove_child(history_rows_node.get_child(0))
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history_rows_node.add_child(game_history_array[current_page])
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@ -1,3 +1,6 @@
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#COMMAND PROCESSOR:
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# Handles player input, including navigation on the map
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extends Node
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@ -32,14 +35,6 @@ func go(destination: String) -> String:
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else:
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return "That is not a valid place to go!"
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#DKM TEMP: string outputter
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func optionResponse(optInt: int) -> String:
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if(optInt == 1):
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return "First option leads you down a hallway!"
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if(optInt == 2):
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return "Second option drops you in a pit!"
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else:
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return "Third option leads you to a hallway full of great food!"
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#Helper:
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func change_room(new_room: Locale) -> String:
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@ -1,16 +1,15 @@
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#GAME:
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# Controls output space, loading descriptions and options for each locale and
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# appending to the history array.
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extends Control
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onready var HISTORY_SOURCE = get_node("/root/History").historyScreensSingleton
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#Abstract class we instance when wanted in game as child of HistoryReference
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const TextOutput = preload("res://UserInterface/Response.tscn")
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const InputResponse = preload("res://UserInterface/InputResponse.tscn")
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#TODO: offload this to file
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#For storing history selections
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var output_history_singleton = OutputHistory.new()
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var history_array = output_history_singleton.output_history_array
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#TODO: change 'HistoryRows' to better name for current use
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var history_screens_array = Array()
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onready var command_processor = $CommandProcessor
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onready var current_text = $Background/MarginContainer/Rows/GameInfo/CurrentText
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@ -35,7 +34,7 @@ func _ready() -> void:
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var starting_locale_response = command_processor.initialize(locale_manager.get_child(0))
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create_response(starting_locale_response)
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#Below temporarily takes user selection and appends it to responses; adding new isntances
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#Below temporarily takes user selection and appends it to responses; adding new instances
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# of our input row with an input and response pair for each
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func handleUserInput(user_choice: String) -> void:
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var input_response = InputResponse.instance()
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@ -44,16 +43,20 @@ func handleUserInput(user_choice: String) -> void:
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input_response.set_text(inputText, response)
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add_response_to_game(input_response)
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#Handles input text
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func create_response(response_text: String):
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var response = TextOutput.instance()
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response.text = response_text
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add_response_to_game(response)
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#Copies the response output to add to both current game output, and the
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# history array.
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func add_response_to_game(response: Control):
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var response_history = response.duplicate()
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history_array.append(response_history)
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var history_page_number = HISTORY_SOURCE.output_history_array.size() + 1
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#DKM TEMP: stopped here, trying to add page number to history text
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#var history_string = "Page " + str(history_page_number) + "; "
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HISTORY_SOURCE.output_history_array.append(response_history)
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current_text.remove_child(current_text.get_child(0))
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current_text.add_child(response)
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@ -103,7 +103,7 @@ anchor_left = 1.0
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anchor_right = 1.0
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margin_left = -103.0
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margin_bottom = 33.0
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text = "History Page"
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text = "Next Page"
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script = ExtResource( 8 )
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__meta__ = {
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"_edit_use_anchors_": false
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@ -1,3 +1,13 @@
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#LOCALE CLASS:
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# Template script for the Locale scene; allows for connecting exits, and also
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# maintains a visited bool (currently un-used) and takes additional
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# options via the GUI:
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# 1. Name
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# 2. Description
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# 3. The 3 option strings available at the location
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#
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extends PanelContainer
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#Allows Godot to handle autocomplete and 'register' class
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class_name Locale
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@ -10,6 +20,8 @@ export (String) var option1 = "Option 1"
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export (String) var option2 = "Option 2"
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export (String) var option3 = "Option 3"
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var visited = false;
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var exits: Dictionary = {}
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#DKM TEMP: right now connects both directions, but can make an alt func that c
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@ -1,3 +1,7 @@
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#LOCALE MANAGER:
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# Temporary script holds connections between map items, using the two-way
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# connect_exit script available on Location class to wire up map.
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extends Node
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@ -0,0 +1,34 @@
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****************************
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README.TXT:
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****************************
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Author: Doug McCord
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Date: 30-Jan-2022
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****************************
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Intro notes:
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I created this to help explain the current Godot file structure I'm using. An
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effort has been made to use a consistent organization, though it can most
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definitely be improved/made more consistent.
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****************************
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Project file structure:
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Surface Layer:
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Game scripts are located at this level, included unique history scripts
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and the Game.gd script itself.
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_toArchive:
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Directory to serve as reference-only; precursor to trash
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assets:
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Images, fonts, TRES text resource data files
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globalScripts:
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For project-wide use, or scripts that are not either:
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A. attached to a template scene, intended to go with all instances of that, or
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B. unique, scene-specific scripts.
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Screens:
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Additional scenes that are not the main game; includes both .tscn scene files and
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their associated scripts.
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UserInterface: (note misnomer for text-based game)
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Re-useable UI elements and their scripts, such as change-scene, input-response
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@ -1,3 +1,6 @@
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#MENUSCREEN:
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# Script purely to grab focus for tabbing control
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extends Control
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@ -1,3 +1,8 @@
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#SETTINGSINITIALIZE:
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# Temp: manual connector between the input fields and the player settings
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# singleton.
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#
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extends Control
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onready var psCurrentSettings = get_node("/root/PlayerSettings")
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@ -1,4 +1,6 @@
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#Tool lets you any code in editor, such as plugins
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#BUT_CHANGESCENE:
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# Generic template script allowing GUI linking of scenes by button press.
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tool
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extends Button
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@ -1,6 +1,23 @@
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#BUT_QUIT:
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# Unique script for ending a game. Will additionally perform or call needed
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# shut down and close-out functionality.
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extends Button
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#DKM TEMP: save history is only here temporarily -- needs to move upstream.
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func _on_But_Quit_button_up():
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_saveHistory()
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get_tree().quit()
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func _saveHistory() -> void:
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var history = get_node("/root/History")
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var config = ConfigFile.new()
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#DKM TEMP: yet to parse out useful values
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var i = 0
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for page in history.historyScreensSingleton.output_history_array:
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config.set_value("Temp player history",str(i), page)
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i = i+1
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config.save("user://history.cfg")
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@ -1,4 +1,7 @@
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#Script for settings save button
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#BUT_SAVESETTINGS:
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# Unique script for saving settings on player settings scene.
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#Tool lets you any code in editor, such as plugins
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tool
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extends Button
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@ -0,0 +1,9 @@
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tool
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extends Button
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onready var history_rows = $Background/MarginContainer/Rows/GameInfo/ScrollContainer/HistoryRows
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onready var current_text = $Background/MarginContainer/Rows/GameInfo/CurrentText
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func _on_But_History_button_up():
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print("History button pressed - temp")
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@ -0,0 +1,30 @@
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#HISTORY:
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# Unique handler script for root history singleton. May be adapted for
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# history loading and saving functionality
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extends Node
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#DKM TEMP: not a cfg?
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var history_file = "user://history.cfg"
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var historyScreensSingleton = HistoryScreensTemplateSingleton.new()
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func _ready() -> void:
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pass
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#load_history_file()
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#Config/ini:
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func load_history_file():
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var config = ConfigFile.new()
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# Load data from a file.
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var err = config.load(history_file)
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# If the file didn't load, ignore it.
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if err != OK:
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return
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for player in config.get_sections():
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var history_zero = config.get_value(player, "HistoryArray[0]")
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print("HistoryArray[0] loaded as: " + history_zero)
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historyScreensSingleton.output_history_array[0] = history_zero
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@ -0,0 +1,8 @@
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#PLAYERSETTINGSTEMPLATE:
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# Class for holding history screens
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extends Node
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class_name HistoryScreensTemplateSingleton
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var output_history_array = Array()
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@ -1,6 +1,6 @@
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#***PLAYER SETTINGS: a singleton to hold settings in-game. Currently for test
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# purposes, initializes a playerSettingsTemplate class, and attempts to
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# load in a saved player settings file. This then updates the singleton.
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#PLAYER SETTINGS:
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# Unique handler script for reading from file or saving to, using the
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# playerSettingsTemplateSingleton object.
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extends Node
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@ -1,3 +1,6 @@
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#PLAYERSETTINGSTEMPLATE:
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# Class for holding player settings for game purposes.
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extends Node
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class_name PlayerSettingsTemplate
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@ -9,24 +9,24 @@
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config_version=4
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_global_script_classes=[ {
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"base": "Node",
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"class": "HistoryScreensTemplateSingleton",
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"language": "GDScript",
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"path": "res://globalScripts/historyScreensTemplate.gd"
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}, {
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"base": "PanelContainer",
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"class": "Locale",
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"language": "GDScript",
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"path": "res://Locale.gd"
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}, {
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"base": "Node",
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"class": "OutputHistory",
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"language": "GDScript",
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"path": "res://globalScripts/outputHistory.gd"
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}, {
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"base": "Node",
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"class": "PlayerSettingsTemplate",
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"language": "GDScript",
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"path": "res://globalScripts/playerSettingsTemplate.gd"
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} ]
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_global_script_class_icons={
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"HistoryScreensTemplateSingleton": "",
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"Locale": "",
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"OutputHistory": "",
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"PlayerSettingsTemplate": ""
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}
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@ -39,6 +39,7 @@ config/icon="res://icon.png"
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[autoload]
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PlayerSettings="*res://globalScripts/playerSettings.gd"
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History="*res://globalScripts/history.gd"
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[physics]
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