extends Control @export var TitleScreen: PackedScene @export var ScreeningDesk: PackedScene @export var Bedroom: PackedScene @export var TextScreens: PackedScene @export var DialogueScreens: PackedScene var balloon: Node # Called when the node enters the scene tree for the first time. func _ready() -> void: Patient.sort_patients() #Adding Scenes var title_screen = TitleScreen.instantiate() var screening_desk = ScreeningDesk.instantiate() var text_screens = TextScreens.instantiate() add_child(title_screen) add_child(screening_desk) add_child(text_screens) #Naming Scenes title_screen.name = "TitleScreen" screening_desk.name = "ScreeningDesk" text_screens.name = "TextScreens" #Showing TitleScreen title_screen.show() #Connecting Signals title_screen.connect("new_game_pressed", self._on_new_game_pressed) UI.connect("save_slot_pressed", self._on_save_slot_pressed) UI.connect("load_slot_pressed", self._on_load_slot_pressed) UI.connect("main_menu_pressed", self._on_main_menu_pressed) UI.connect("text_value_changed", self._on_text_value_changed) UI.connect("auto_value_changed", self._on_auto_value_changed) #Updating Save/Load Slots Information based on Existing Saves update_slots() # Starts a new game func _on_new_game_pressed(): Globals.day_count = 1 # DISABLED FOR NOW SINCE THERE'S NO INTRO ANYMORE #Offering to skip the introduction #var choice_text = "Do you wish to skip the introduction ?" #UI.ask_confirmation(start_day, play_intro, choice_text) start_day() #Plays the entire introduction func play_intro(): #PART IN PROGRESS #Starting the day start_day() #Starts the day func start_day(): #Hiding Menu for cinematic impact UI.get_node("UI/UpperContainer").hide() #Transitioning to day screen $TextScreens/Day.text = "[center]DAY " + str(Globals.day_count) + "[/center]" var scenes_to_hide: Array[Node] = [$TitleScreen] var scenes_to_show: Array[Node] = [$TextScreens, $TextScreens/Day] TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished await get_tree().create_timer(1.0).timeout #Setting up new patient $ScreeningDesk.console_display(Globals.directives) $ScreeningDesk.accurate_diagnoses = 0 #Resetting accurate_diagnoses value at the day's beginning $ScreeningDesk.new_patient() $ScreeningDesk.update_middle_screen(Globals.day_count, Globals.floor_count, $ScreeningDesk.accurate_diagnoses, Globals.diagnoses_quota) #Transitioning to the screening desk scenes_to_hide = scenes_to_show scenes_to_show = [$ScreeningDesk, $ScreeningDesk.next_patient, UI, UI.get_node("UI/UpperContainer")] TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished #Saves game state on the selected save slot func save_game(save_slot_number:int): #Setting up save data var save_data = { "day_count": Globals.day_count, "floor_count": Globals.floor_count, "patient_count": Globals.patient_count, "diagnoses_quota": Globals.diagnoses_quota, "daily_patient_limit": Globals.daily_patient_limit, "patient_list": Globals.patient_list, "patient_id": Globals.patient_id, "patients_seen": Globals.patients_seen, "save_date": Globals.get_save_date() } #Creating save file var file = FileAccess.open("res://Saves/save_" + str(save_slot_number) + ".json", FileAccess.WRITE) if file: var json_string = JSON.stringify(save_data) print(json_string) file.store_string(json_string) file.close() print("Game saved successfully!") else: print("Failed to open file for saving.") #Updating save/load slots information var save_slot_path = "UI/Save/MarginContainer/VBoxContainer/SaveSlot" + str(save_slot_number) var load_slot_path = "UI/Load/MarginContainer/VBoxContainer/LoadSlot" + str(save_slot_number) var save_slot = UI.get_node(save_slot_path) var load_slot = UI.get_node(load_slot_path) save_slot.text = "DAY " + str(save_data["day_count"]) + ", PATIENT " + str(save_data["patient_count"]) + "\nSAVE DATE : " + str(save_data["save_date"]) load_slot.text = save_slot.text #Loads save file from the selected load slot func load_game(load_slot_number:int): #CLearing balloon clear_balloon() #Hiding loading menus and masks TransitionScreen.mask.visible = false UI.get_node("UI/Menu").hide() UI.get_node("UI/UpperContainer").hide() UI.get_node("UI/Load").hide() #Opening save file var file = FileAccess.open("res://Saves/save_" + str(load_slot_number) + ".json", FileAccess.READ) if file: var json_string = file.get_as_text() file.close() var load_data = JSON.parse_string(json_string) if typeof(load_data) == 27: #Checks if loaded data is a Dictionary print(load_data) Globals.day_count = load_data["day_count"] Globals.patient_count = load_data["patient_count"] Globals.diagnoses_quota = load_data["diagnoses_quota"] Globals.daily_patient_limit = load_data["daily_patient_limit"] Globals.patient_list = load_data["patient_list"] Globals.patient_id = load_data["patient_id"] Globals.patients_seen = load_data["patients_seen"] else: print("Failed to parse Loading Data.") #Transitioning to loaded Save var scenes_to_hide = [$TitleScreen, $Bedroom, $TextScreens, $TextScreens/Day, $ScreeningDesk.patient_controls, $ScreeningDesk.end_of_day_controls, $ScreeningDesk.patient_texture, $ScreeningDesk.panel_container, $ScreeningDesk.face_zoom] + $ScreeningDesk.margin_container.get_children() var scenes_to_show = [$ScreeningDesk, $ScreeningDesk.alone_controls, UI.get_node("UI/UpperContainer")] TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished $ScreeningDesk.new_patient() func _on_save_slot_pressed(save_slot): save_game(save_slot) func _on_load_slot_pressed(load_slot): load_game(load_slot) func _on_main_menu_pressed(): #Removing mask TransitionScreen.mask.visible = false #Clearing balloon clear_balloon() #Hiding menus UI.get_node("UI/Menu").hide() UI.get_node("UI/UpperContainer").hide() #Going back to main menu var scenes_to_hide = [$ScreeningDesk, $Bedroom, $TextScreens, $TextScreens/Day, $ScreeningDesk.patient_controls, $ScreeningDesk.end_of_day_controls, $ScreeningDesk.patient_texture, $ScreeningDesk.panel_container, $ScreeningDesk.face_zoom] + $ScreeningDesk.margin_container.get_children() var scenes_to_show = [$TitleScreen] TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished #Updates Save/Load Slots based on Existing Saves func update_slots(): #Loops over the 4 save/load slots for save_number in range(1, 5): #Retrieves save and load slots var save_slot_path = "UI/Save/MarginContainer/VBoxContainer/SaveSlot" + str(save_number) var load_slot_path = "UI/Load/MarginContainer/VBoxContainer/LoadSlot" + str(save_number) var save_slot = UI.get_node(save_slot_path) var load_slot = UI.get_node(load_slot_path) #Retrieves save path var save_path = "res://Saves/save_" + str(save_number) + ".json" if FileAccess.file_exists(save_path): var file = FileAccess.open(save_path, FileAccess.READ) #Loads the save if it exists var json_string = file.get_as_text() file.close() var load_data = JSON.parse_string(json_string) if typeof(load_data) == 27: #Checks if loaded data is a Dictionary #Updates save and load slots texts print(load_data) save_slot.text = "DAY " + str(load_data["day_count"]) + ", PATIENT " + str(load_data["patient_count"]) + "\nSAVE DATE : " + str(load_data["save_date"]) load_slot.text = save_slot.text else: print("Failed to parse Loading Data.") #Starts a balloon dialogue func start_balloon(balloon_type:String, dialogue_resource: Resource, start_title: String): #Clearing previous balloon clear_balloon() #Instantiating a custom balloon var Balloon: Resource = load("res://Dialogues/balloon_" + balloon_type + ".tscn") balloon = Balloon.instantiate() get_tree().current_scene.add_child(balloon) #Connects emotion signals if needed if balloon_type == "screening": DialogueManager.got_dialogue.connect($ScreeningDesk._change_emotion) DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text) #Applies text settings to the balloon balloon.dialogue_label.seconds_per_step = UI.text_speed #balloon.dialogue_line.time = UI.auto_speed #Starts dialogue balloon.start(dialogue_resource, start_title) #Clearing balloon func clear_balloon(): #Clearing Previous Balloon if is_instance_valid(balloon): balloon.queue_free() #Disconnecting emotion signals if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._change_emotion): DialogueManager.disconnect("got_dialogue", $ScreeningDesk._change_emotion) if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._recording_text): DialogueManager.disconnect("got_dialogue", $ScreeningDesk._recording_text) #Changes text_speed value func _on_text_value_changed(): if is_instance_valid(balloon): balloon.dialogue_label.seconds_per_step = UI.text_speed #Changes auto_speed value func _on_auto_value_changed(): if is_instance_valid(balloon): #balloon.dialogue_line.time = UI.auto_speed pass