Implement save and loading games (#8)

This commit is contained in:
Julian Murgia
2021-07-02 23:08:43 +02:00
committed by GitHub
parent 58d880101d
commit bd4c33cf77
66 changed files with 1268 additions and 736 deletions

View File

@@ -10,7 +10,7 @@ export(NodePath) var inventory_ui_container
# A registry of inventory ESCInventoryItem nodes
var items_ids_in_inventory : Dictionary = {}
var items_ids_in_inventory: Dictionary = {}
# Fill the items the player has from the start, do sanity checks and
@@ -36,7 +36,7 @@ func _ready():
# add item to Inventory UI using its id set in its scene
func add_new_item_by_id(item_id : String) -> void:
func add_new_item_by_id(item_id: String) -> void:
if item_id.begins_with("i/"):
item_id = item_id.rsplit("i/", false)[0]
if not items_ids_in_inventory.has(item_id):
@@ -108,7 +108,7 @@ func add_new_item_by_id(item_id : String) -> void:
# remove item fromInventory UI using its id set in its scene
func remove_item_by_id(item_id : String) -> void:
func remove_item_by_id(item_id: String) -> void:
if items_ids_in_inventory.has(item_id):
var item_inventory_button = items_ids_in_inventory[item_id]
@@ -144,7 +144,7 @@ func remove_item_by_id(item_id : String) -> void:
# React to changes to inventory globals adding items or removing them
func _on_escoria_global_changed(global : String, old_value, new_value) -> void:
func _on_escoria_global_changed(global: String, old_value, new_value) -> void:
if !global.begins_with("i/"):
return
var item = global.rsplit("i/", false)