BCIRPG Menu

The following changes done here:
1. Stripped down to the main menu, and that pushed as erpg\Godot\MainMenu\GodotUserInterface_Doug bcirpg_mainMenu_[date]

2. Relocated all other project work to: erpg\Godot\Experiments\Doug\
This commit is contained in:
MacDugRPG
2022-02-20 14:33:15 -05:00
parent 4637338b87
commit ef5c824b00
239 changed files with 685 additions and 0 deletions

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#HISTORY:
# Unique handler script for root history singleton. May be adapted for
# history loading and saving functionality
extends Node
#DKM TEMP: not a cfg?
var history_file = "user://history.tres"
var historyScreensSingleton
var testing = false
func _ready() -> void:
if(testing):
historyScreensSingleton = load_history_file()
if (historyScreensSingleton == null):
historyScreensSingleton = HistoryScreensTemplateSingleton.new()
#DKM temp:
print("Loaded history array size is: " + str(historyScreensSingleton.output_history_array.size()))
#DKM TEMP: tres format:
func load_history_file() -> HistoryScreensTemplateSingleton:
if ResourceLoader.exists(history_file):
var history = ResourceLoader.load(history_file)
if history is HistoryScreensTemplateSingleton:
return history
else: return null
else:
return null

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#PLAYERSETTINGSTEMPLATE:
# Class for holding history screens
extends Resource
class_name HistoryScreensTemplateSingleton
var output_history_array = Array()

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extends Node
class_name OutputHistory
var output_history_array = Array()

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#PLAYER SETTINGS:
# Unique handler script for reading from file or saving to, using the
# playerSettingsTemplateSingleton object.
extends Node
#DKM TEMP: JSON:
#var settings_file = "user://testPlayerSettings.sav"
#DKM TEMP: TO DO: constant:
var settings_file = "user://settings.cfg"
var playerSettingsSingleton = PlayerSettingsTemplate.new()
func _ready() -> void:
load_settings_file()
#Config/ini:
func load_settings_file():
var config = ConfigFile.new()
# Load data from a file.
var err = config.load(settings_file)
# If the file didn't load, ignore it.
if err != OK:
return
for player in config.get_sections():
var inputName = config.get_value(player, "InputSettings")
var riskFactor = config.get_value(player, "RiskFactor")
print("Input name loaded as: " + inputName)
playerSettingsSingleton.inputName = inputName
playerSettingsSingleton.riskFactor = riskFactor
#Using JSON:
#DKM TEMP: manual JSON parsing is most certainly not the way to go -- temp testing these
# are saved and loaded correctly.
#func load_settings_file():
# var file = File.new()
# file.open(settings_file, file.READ)
# var text = file.get_as_text()
# var parsedText = parse_json(text)
# if(parsedText != null):
# print("Input name loaded as: " + parsedText.playerSettingsTemplate.inputName)
# playerSettingsSingleton.inputName = parsedText.playerSettingsTemplate.inputName
# playerSettingsSingleton.riskFactor = parsedText.playerSettingsTemplate.riskFactor
# else:
# print("No previously existing player settings file found")
#
#DKM TEMP:
#****THIS LOADS a string successfully, but not objects
#func _loadSettings() -> void:
#DKM TEMP: we cannot hard code this here and allow user access on But_SaveS UI
# var settings_file = "user://testSettings"
# var file = File.new()
# if file.file_exists(settings_file):
# file.open(settings_file, File.READ)
# playerSettingsSingleton.inputName = file.get_var()
# file.close()
# print("name found as: " + playerSettingsSingleton.inputName)

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#PLAYERSETTINGSTEMPLATE:
# Class for holding player settings for game purposes.
extends Node
class_name PlayerSettingsTemplate
var inputName = "None"
var riskFactor = "0"