ld48/src/ui/EncounterChoice.gd

130 lines
3.5 KiB
GDScript3

extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
signal encounter_choice_changed
var choices = 3
var level = 0
# Called when the node enters the scene tree for the first time.
func _ready():
# Bind button callbacks
#for n in buttonNames:
# var button = self.find_node(n)
# if button:
# button.connect("toggled", self, "_on_option_button_pressed", [n])
pass
func initialize(l = null, nOptions = null):
self.level = l
print("Intializing choices for level " + str(l) + " with " + str(nOptions) + " options")
if nOptions == null:
nOptions = 3
self.choices = nOptions
var x = 0
while x < nOptions:
var s = get_node("Spot" + str(x))
var n = TextureButton.new()
if s:
n.set_position(s.get_position())
n.set_name("Option" + str(x))
n.add_to_group("EncounterOptions")
n.set_toggle_mode(true)
#print("Adding option with name: " + n.get_name())
n.connect("toggled", self, "_on_option_button_pressed", [n.get_name()])
n.set_normal_texture(ResourceLoader.load("res://assets/encounterPlaceholder0.png"))
n.set_pressed_texture(ResourceLoader.load("res://assets/encounterIconPlaceholder0_pressed.png"))
add_child(n, true)
print("Adding texture button: Option" + str(x))
#self.find_node("Option" + str(x)).visible = x < nOptions
x += 1
func activate_options():
for c in get_my_options():
if c.visible:
c.set_disabled(false)
func active_visited():
var i = self.get_active_option_index()
if i == null:
print(self.get_name() + " has no active option index")
return false
if self.level == null:
print(self.get_name() + " does not have self.level set")
return false
print("Level " + str(self.level) + " is visited: " + str(GameState.encounters[self.level][i]['visited']))
return GameState.encounters[self.level][i]['visited']
func disable_options():
for c in get_my_options():
if c.visible:
c.set_disabled(true)
func get_active_option_index():
var x = 0
print("Checking for active index of level " + str(level))
for c in get_my_options():
var i = int(c.get_name()[-1])
if GameState.encounters[self.level][i]['visited']:
print(c.get_name() + " is visited, skipping")
x += 1
continue
if not c.is_visible():
print(c.get_name() + " is not visible, skipping")
x += 1
continue
if c.is_pressed() or GameState.encounters[self.level][i]['selected']:
print(c.get_name() + " is pressed")
return x
else:
print(c.get_name() + " is not pressed, skipping")
x += 1
return null
func get_active_position():
var i = get_active_option_index()
if i == null:
return null
var n = "Option" + str(i)
if get_node(n):
return get_node(n).get_global_position()
else:
return null
func has_active():
var active = false
for n in get_my_options():
active = active or (n.is_pressed() and n.is_visible())
return active
func get_my_options():
var n = []
if not get_tree():
return n
for o in get_tree().get_nodes_in_group("EncounterOptions"):
if o.get_parent() != self:
continue
n.append(o)
return n
func _on_option_button_pressed(state, buttonName):
# Map calls this before we have buttons. Or before we exist?
#print(buttonName + " has state: " + str(state))
for n in get_my_options():
#print(n.get_name())
if n.get_name() != buttonName:
if state :
n.set_pressed(false)
emit_signal("encounter_choice_changed")
#for n in buttonNames:
# if self.find_node(n).is_pressed():
# print("Button" + n + " is pressed")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass