fc86261a9d
- Introduced new CSV files for entities and items, defining various properties and characteristics. - Refactored the stage.gd script to handle item selection and descriptions instead of entities. - Updated item button script to reflect changes in item properties and signals. - Created a new entity.gd script to define the OwniverseEntity class with initialization and parsing methods. - Modified owniverse.gd to initialize entities from the new definitions. - Adjusted versioning in export presets and project files to reflect recent changes.
39 lines
1004 B
GDScript
39 lines
1004 B
GDScript
extends Control
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class_name OwniverseItem
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signal item_activated(item)
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const ENTITY_WIDTH = 216
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const ENTITY_HEIGHT = 256
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@onready var texture_button: TextureButton = $TextureButton
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@onready var description: Label = $Description
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@onready var selection: TextureRect = $Selection
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var item_id: String = ""
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var item_name: String = ""
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var item_page: int = -1
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var item_sub_page: int = -1
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func set_selection(flag: bool) -> void:
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selection.visible = flag
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func init_button(properties: Dictionary):
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var image_path = "res://" + properties.image + properties.name + ".png"
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texture_button.texture_normal = load(image_path)
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position = Vector2i(int(properties.col) * ENTITY_WIDTH, int(properties.row) * ENTITY_HEIGHT)
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item_id = properties.id
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item_name = properties.name
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item_page = int(properties.page)
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item_sub_page = int(properties.sub_page)
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name = properties.id
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set_selection(false)
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func _on_button_up() -> void:
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set_selection(true)
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item_activated.emit(self)
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