frame-of-mind/src/base-environments/volunteer_room/shared_flat.gd

45 lines
1.2 KiB
GDScript

extends RoomTemplate
signal ini_room
@onready var card_board: CardBoard = %Board
@onready var card_picker: CardPicker = %Picker
@onready var player: PlayerController = %PlayerController
func start_room():
save_game = State.save_game
save_game.current_room = State.rooms.ADULTHOOD
Scenes.completed_sequences = save_game.mementos_complete
Scenes.started_sequences = save_game.mementos_complete
Scenes.enabled_sequences = save_game.sequences_enabled
#FIXME: fix the bloddy card board loading algorythm
#card_board.initialise_from_save(save_game)
card_board.board_completed.connect(func():
#TODO: hook in ending
save_room())
%PlayerController.process_mode = Node.PROCESS_MODE_INHERIT
ini_room.emit()
%PlayerController.has_stage = true
func _ready():
id = State.rooms.ADULTHOOD
Scenes.scene_finished.connect(_on_scene_finished)
card_picker.cards_picked.connect(card_board.populate_board)
func pull_save_state(save: SaveGame) -> void:
save.board_state = card_board.get_save_dict()
save.current_room = State.rooms.ADULTHOOD
save.mementos_complete = Scenes.completed_sequences
func _on_scene_finished(_id: int, _repeat:bool):
await get_tree().create_timer(3).timeout
save_room()
func prepare_transition():
pass
func unload():
pass