Files
imnotsick/main_hub.gd
T
2025-06-13 16:57:11 +02:00

190 lines
5.6 KiB
GDScript

extends Control
@export var TitleScreen: PackedScene
@export var ScreeningDesk: PackedScene
@export var Bedroom: PackedScene
@export var TextScreens: PackedScene
@export var DialogueScreens: PackedScene
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Adding Scenes
var title_screen = TitleScreen.instantiate()
var screening_desk = ScreeningDesk.instantiate()
var bedroom = Bedroom.instantiate()
var text_screens = TextScreens.instantiate()
var dialogue_screens = DialogueScreens.instantiate()
add_child(title_screen)
add_child(screening_desk)
add_child(bedroom)
add_child(text_screens)
add_child(dialogue_screens)
#Naming Scenes
title_screen.name = "TitleScreen"
screening_desk.name = "ScreeningDesk"
bedroom.name = "Bedroom"
text_screens.name = "TextScreens"
dialogue_screens.name = "DialogueScreens"
#Showing TitleScreen
title_screen.show()
#Connecting Signals
title_screen.connect("new_game_pressed", self._on_new_game_pressed)
title_screen.connect("load_pressed", self._on_load_pressed)
title_screen.connect("settings_pressed", self._on_settings_pressed)
screening_desk.connect("recovery_pressed", self._on_recovery_pressed)
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
# Starts a new game
func _on_new_game_pressed():
#Offering to skip Introduction
UI.confirmation_text.text = "[center]Do you wish to skip the introduction ?[/center]"
UI.confirmation_yes.pressed.connect(skip_intro, CONNECT_ONE_SHOT)
UI.confirmation_no.pressed.connect(play_intro, CONNECT_ONE_SHOT)
UI.confirmation_dialog.show()
TransitionScreen.mask.visible = true
#Skips the introduction
func skip_intro():
#Disconnecting the other Signal from the Confirmation Dialogue
UI.confirmation_no.disconnect("pressed", play_intro)
#Starting Day Loop
start_day_loop()
#Plays the entire introduction
func play_intro():
#Disconnecting the other Signal from the Confirmation Dialogue
UI.confirmation_yes.disconnect("pressed", skip_intro)
#Playing the Intro
#Text Slides
var text_container = $TextScreens/MarginContainer/IntroBoxContainer/TextContainer
TransitionScreen.transition("big", [$TitleScreen], [$TextScreens, $TextScreens/MarginContainer/IntroBoxContainer/Header, text_container.get_child(0), UI, UI.get_node("UI/SkipContainer")])
await UI.next_slide
for i in 4:
TransitionScreen.transition("small", [text_container.get_child(i)], [text_container.get_child(i+1)])
await UI.next_slide
#Meeting Room Dialogue
TransitionScreen.transition("big", [$TextScreens, $TextScreens/MarginContainer, text_container.get_child(4), UI, UI.get_node("UI/SkipContainer")], [$DialogueScreens])
await TransitionScreen.transition_finished
DialogueManager.show_dialogue_balloon(Globals.dialogue_intro, "start")
await DialogueManager.dialogue_ended
#Starting Day Loop
start_day_loop()
#Starts the Day Loop
func start_day_loop():
#Transitioning to Day Screen
$TextScreens/Day.text = "[center]DAY " + str(Globals.day_count) + "[/center]"
TransitionScreen.transition("big", [$DialogueScreens, $TitleScreen], [$TextScreens, $TextScreens/Day])
await TransitionScreen.transition_finished
await get_tree().create_timer(3.0).timeout
#Transitioning to the Screening Desk
TransitionScreen.transition("big", [$TextScreens, $TextScreens/Day], [$ScreeningDesk, $ScreeningDesk.alone_controls, UI, UI.get_node("UI/UpperContainer")])
await TransitionScreen.transition_finished
#Finally starting the Game Loop
$ScreeningDesk.new_patient(Globals.patient_id)
func _on_recovery_pressed():
var scenes_to_hide = [$ScreeningDesk.end_of_day_controls, $ScreeningDesk]
var scenes_to_show:Array[Node] = [$Bedroom]
TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
await TransitionScreen.transition_finished
DialogueManager.show_dialogue_balloon(Globals.dialogue_recovery, "end_of_day_" + str(Globals.day_count))
await DialogueManager.dialogue_ended
Globals.day_count += 1
#Transitioning to Day Screen
$TextScreens/Day.text = "[center]DAY " + str(Globals.day_count) + "[/center]"
scenes_to_hide = [$Bedroom]
scenes_to_show = [$TextScreens, $TextScreens/Day]
TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
await TransitionScreen.transition_finished
await get_tree().create_timer(3.0).timeout
#Transitioning to Screening Desk
scenes_to_hide = scenes_to_show
scenes_to_show = [$ScreeningDesk, $ScreeningDesk.alone_controls]
TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
await TransitionScreen.transition_finished
$ScreeningDesk.new_patient(Globals.patient_id)
func save_game(save_slot:String):
var save_data = {
"day_count": Globals.day_count,
"patient_count": Globals.patient_count,
"patient_id": Globals.patient_id
}
var file = FileAccess.open("res://Saves/save_" + save_slot + ".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.")
func load_game(save_slot:String):
var file = FileAccess.open("res://Saves/save_" + save_slot + ".json", FileAccess.READ)
if file:
var json_string = file.get_as_text()
file.close()
var load_data = JSON.parse_string(json_string)
if load_data == OK:
print(load_data)
Globals.day_count = load_data["day_count"]
Globals.patient_count = load_data["patient_count"]
Globals.patient_id = load_data["patient_id"]
else:
print("Failed to parse Loading Data.")
func _on_save_pressed():