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breakdown
To Do Break Down
Commits
e1a18cc8
Commit
e1a18cc8
authored
Dec 07, 2021
by
Julia Santos
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Plain Diff
Clicking on items now logs the click to save.data, will need to log location movement next
parent
b419d57e
Changes
3
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3 changed files
with
37 additions
and
2 deletions
+37
-2
Item.gd
Item.gd
+31
-0
Balcony.tscn
Main rooms/Balcony.tscn
+1
-1
Front door.gd
Scripts/Movement scripts/Front door.gd
+5
-1
No files found.
Item.gd
View file @
e1a18cc8
...
@@ -32,17 +32,48 @@ func _input_event(viewport, event, shape_idx): # executes when clicked on
...
@@ -32,17 +32,48 @@ func _input_event(viewport, event, shape_idx): # executes when clicked on
if event.button_index == BUTTON_LEFT and event.pressed:
if event.button_index == BUTTON_LEFT and event.pressed:
#print("Clicked on " + self.get_name() + " with selected " + str(inventory.is_anything_selected()))
#print("Clicked on " + self.get_name() + " with selected " + str(inventory.is_anything_selected()))
if inventory.is_anything_selected() and interactable: # if the player has an item selected and they use it on something interactable
if inventory.is_anything_selected() and interactable: # if the player has an item selected and they use it on something interactable
storeInt(inventory.get_selected_items()[0])
objInteraction(inventory.get_selected_items()[0])
objInteraction(inventory.get_selected_items()[0])
elif inventory.is_anything_selected() and retrievable: # use object on something retrievable
elif inventory.is_anything_selected() and retrievable: # use object on something retrievable
storeInt(inventory.get_selected_items()[0])
objInteraction(inventory.get_selected_items()[0])
objInteraction(inventory.get_selected_items()[0])
elif !inventory.is_anything_selected() and retrievable: # if they click on something retrievable w/ empty hands
elif !inventory.is_anything_selected() and retrievable: # if they click on something retrievable w/ empty hands
storeClick("Picked up")
pickup()
pickup()
elif interactable: #for environment things that arent retrievable, and hands are empty
elif interactable: #for environment things that arent retrievable, and hands are empty
storeClick("Clicked on")
mouseInteraction()
mouseInteraction()
func storeClick(method):
var save_data = File.new()
if !save_data.file_exists("user://data.save"):
save_data.open("user://data.save",File.WRITE)
save_data.store_line(to_json(method + " " + get_name()))
print("Created file")
else:
save_data.open("user://data.save",File.READ_WRITE)
save_data.seek_end()
save_data.store_line(to_json(method + " " + get_name()))
print("Writing to file")
save_data.close()
func storeInt(selected):
var save_data = File.new()
if !save_data.file_exists("user://data.save"):
save_data.open("user://data.save",File.WRITE)
save_data.store_line(to_json("Used " + inventory.get_item_text(selected) + " -> " + get_name()))
print("Created file")
else:
save_data.open("user://data.save",File.READ_WRITE)
save_data.seek_end()
save_data.store_line(to_json("Used " + inventory.get_item_text(selected) + " -> " + get_name()))
print("Writing to file")
save_data.close()
func mouseInteraction(): # just clicked on it with nothing
func mouseInteraction(): # just clicked on it with nothing
dialogueBox.text = flavorText
dialogueBox.text = flavorText
func pickup(): # when it's picked up
func pickup(): # when it's picked up
dialogueBox.text = flavorText
dialogueBox.text = flavorText
...
...
Main rooms/Balcony.tscn
View file @
e1a18cc8
...
@@ -65,7 +65,7 @@ __meta__ = {
...
@@ -65,7 +65,7 @@ __meta__ = {
"_edit_group_": true
"_edit_group_": true
}
}
retrievable = true
retrievable = true
flavorText = "
Ew... It's so dirty. Is it even water? I'm not feeding that to my plants
."
flavorText = "
A pant plot-- I mean... a plant pot
."
[node name="CollisionShape2D" type="CollisionShape2D" parent="Pot"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Pot"]
position = Vector2( -16.8367, -2.11676 )
position = Vector2( -16.8367, -2.11676 )
...
...
Scripts/Movement scripts/Front door.gd
View file @
e1a18cc8
extends "res://Item.gd"
extends "res://Item.gd"
signal enter
signal enter
onready var first = true
# Called when the node enters the scene tree for the first time.
# Called when the node enters the scene tree for the first time.
func _ready():
func _ready():
pass # Replace with function body.
pass # Replace with function body.
...
@@ -12,5 +12,9 @@ func passEvent(handler):
...
@@ -12,5 +12,9 @@ func passEvent(handler):
func mouseInteraction():
func mouseInteraction():
emit_signal("enter")
emit_signal("enter")
if first:
dialogueBox.text = "What is that noise? Sounds like my neighbor's trying to break down their walls."
first = false
#maybe have it repeat until they remove the noise? or would that be repetitive
pass
pass
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