Files
spooktober-vnj/backend/scripts/game.gd
T

56 lines
1.7 KiB
GDScript

extends Node
class_name Game
static var currentSave : String
@export var current_scene: DialogueScene
## check if event in events list
static func has_event_data(event: String) -> bool:
# change to this when save system set up
# var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ)
# for testing:
var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ)
while (!eventFile.eof_reached()):
var content :String = eventFile.get_line().strip_edges()
if content == event:
eventFile.close()
return true
eventFile.close()
return false
## check if all events in events list
static func has_all_events_data(events: Array[String]) -> bool:
if events.is_empty():
return true;
# change to this when save system set up
# var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ)
# for testing:
var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ)
var events2 = events
while (!eventFile.eof_reached()):
var content :String = eventFile.get_line().strip_edges()
if events2.has(content):
events2.erase(content)
if events2.is_empty():
eventFile.close()
return true
eventFile.close()
return false
static func log_event_data(event: String) -> void:
## change to this when save system set up
# var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ)
## for testing:
var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ_WRITE)
eventFile.seek_end()
eventFile.store_line(event)
eventFile.close()
func _ready() -> void:
add_child(await DialogueEncounter.new(self.dialogue_scene))