Files
imnotsick/main_hub.gd
T
2025-06-15 20:53:10 +02:00

249 lines
8.4 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)
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)
screening_desk.connect("recovery_pressed", self._on_recovery_pressed)
#Updating Save/Load Slots Information based on Existing Saves
update_slots()
# 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():
Globals.day_count = 1
#Offering to skip the introduction
var choice_text = "[center]Do you wish to skip the introduction ?[/center]"
UI.ask_confirmation(start_day, play_intro, choice_text)
#Plays the entire introduction
func play_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 the day
start_day()
#Starts the day
func start_day():
#Transitioning to day screen
$TextScreens/Day.text = "[center]DAY " + str(Globals.day_count) + "[/center]"
var scenes_to_hide: Array[Node] = [$DialogueScreens, $TitleScreen, $Bedroom]
var scenes_to_show: Array[Node] = [$TextScreens, $TextScreens/Day]
TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
await TransitionScreen.transition_finished
await get_tree().create_timer(3.0).timeout
#Transitioning to the screening desk
TransitionScreen.transition("big", [$TextScreens, $TextScreens/Day], [$ScreeningDesk, $ScreeningDesk.alone_controls, UI, UI.get_node("UI/UpperContainer")])
await TransitionScreen.transition_finished
#Setting up new patient
$ScreeningDesk.new_patient(Globals.patient_id)
#Ends the day and starts the next one
func _on_recovery_pressed():
#Transitioning to the bedroom
var scenes_to_hide: Array[Node] = [$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
#End of day dialogue
DialogueManager.show_dialogue_balloon(Globals.dialogue_recovery, "end_of_day_" + str(Globals.day_count))
await DialogueManager.dialogue_ended
#Start of the next day
Globals.day_count += 1
start_day()
#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,
"patient_count": Globals.patient_count,
"patient_id": Globals.patient_id,
"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):
#Hiding loading menus and masks
TransitionScreen.mask.visible = false
UI.get_node("UI/Load").hide()
UI.get_node("UI/LoadTitle").hide()
UI.get_node("UI/Menu").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.patient_id = load_data["patient_id"]
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
$ScreeningDesk.new_patient(Globals.patient_id)
func _on_save_slot_pressed(save_slot):
save_game(save_slot)
func _on_load_slot_pressed(load_slot):
load_game(load_slot)
func _on_main_menu_pressed():
#Hiding menu
UI.get_node("UI/Menu").hide()
UI.get_node("UI/UpperContainer").hide()
TransitionScreen.mask.visible = false
#Going back to main menu
var scenes_to_hide = [$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 load_title_slot_path = "UI/LoadTitle/MarginContainer/VBoxContainer/LoadSlot" + str(save_number)
var save_slot = UI.get_node(save_slot_path)
var load_slot = UI.get_node(load_slot_path)
var load_title_slot = UI.get_node(load_title_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
load_title_slot.text = save_slot.text
else:
print("Failed to parse Loading Data.")