class_name Application extends PanelContainer @export var application_name: String = "Plentiful Fish" @export var player_name_text: Label @export var fish_card_scene: PackedScene @export var messages_scene: PackedScene @export var fish_profiles: Array[FishProfile] @export var discarded_fish_profiles: Array[FishProfile] @export var contents_page: Control var has_current_fish: bool = false var save_file: SaveFile var current_card: int = 0 var window: DEWindow func setup_window_integration(): pass func _ready() -> void: player_name_text.text = save_file.catfish_name _on_fish_pressed() func load_profile() -> void: if has_current_fish or fish_profiles.size() <= current_card: return var fish_card = fish_card_scene.instantiate() as FishCard fish_card.set_display(fish_profiles[current_card]) fish_card.swiped.connect(process_fish_profile.bind(fish_card)) contents_page.add_child(fish_card) has_current_fish = true func process_fish_profile(outcome: bool, card: FishCard): current_card += 1 has_current_fish = false if outcome: save_file.accepted_fish.append(card.profile) else: discarded_fish_profiles.append(card.profile) if discarded_fish_profiles.size() > 0 and current_card >= fish_profiles.size(): $Timer.start() load_profile() func recycle_profiles() -> void: fish_profiles = discarded_fish_profiles current_card = 0 func _on_fish_pressed() -> void: for node: Node in contents_page.get_children(): node.queue_free() load_profile() func _on_messages_pressed() -> void: has_current_fish = false for node: Node in contents_page.get_children(): node.queue_free() var messages: MessageMenu = messages_scene.instantiate() as MessageMenu contents_page.add_child(messages) func _on_profile_pressed() -> void: has_current_fish = false for node: Node in contents_page.get_children(): node.queue_free()