way too many changes to list, oops. big rewrite.

This commit is contained in:
2025-05-27 03:38:03 +10:00
parent 16951a9beb
commit 4a21701a35
663 changed files with 7389 additions and 3283 deletions

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@ -1,6 +1,10 @@
class_name Card extends Item
enum Faction {GENERIC = 0}
enum Faction {
GENERIC = 0,
ENGINEER = 1,
MAGE = 2,
}
@export var rarity: Data.Rarity
@export var faction: Faction

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uid://d40isem6w5d8

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@ -1,6 +1,7 @@
class_name CardText extends Resource
@export var target_type: Data.TargetType
@export var energy_type: Data.EnergyType
@export var attributes: Array[StatAttribute]
@export_multiline var text: String

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uid://dg7gxxqfqxcmc

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@ -10,3 +10,24 @@ class_name Enemy extends Resource
@export var penalty: int = 10
@export var movement_speed: float = 0.5
@export var spawn_cooldown: float = 1.0
@export_group("Spawner Card")
@export_subgroup("Common")
@export var common_group: int = 1
@export var common_cost: int = 1
@export_subgroup("Uncommon")
@export var uncommon_group: int = 1
@export var uncommon_cost: int = 1
@export_subgroup("Rare")
@export var rare_group: int = 1
@export var rare_cost: int = 1
@export_subgroup("Epic")
@export var epic_group: int = 1
@export var epic_cost: int = 1
@export_subgroup("Legendary")
@export var legendary_group: int = 1
@export var legendary_cost: int = 1

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uid://cbwxa2a4hfcy4

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@ -4,3 +4,5 @@ class_name HeroClass extends Resource
@export var texture: Texture
@export var hand_texture: Texture
@export var deck: Array[Card]
@export var faction: Card.Faction
@export var podium: PackedScene

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uid://dcwtg2gev3uia

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@ -9,7 +9,7 @@ const SAVE_PATH: String = "user://graphics_settings.tres"
func apply_graphical_settings(viewport: Viewport) -> void:
DisplayServer.window_set_vsync_mode(vsync_mode)
#DisplayServer.window_set_vsync_mode(vsync_mode)
match aa_mode:
0:
viewport.use_taa = false

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uid://bte0pj6bwedb0

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uid://vkthiwr3vq4g

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class_name SaveData extends RefCounted
const SAVE_PATH: String = "user://save1.txt"
#Game History
var twenty_game_history: Array[bool] = []
var wins: int = 0
var losses: int = 0
#Engineer
var engineer_cards_bought: int = 0
#Unlocking the mage
var mage_card_seen_in_shop: bool = false
var mage_cards_bought: int = 0
var mage_unlocked: bool = 0
func add_game_outcome(outcome: bool) -> void:
if outcome:
wins += 1
else:
losses += 1
twenty_game_history.push_back(outcome)
if twenty_game_history.size() > 20:
twenty_game_history.pop_front()
func unlock_all_content() -> void:
mage_unlocked = true
func lock_all_content() -> void:
mage_unlocked = false
func bought_engineer_card() -> void:
engineer_cards_bought += 1
func saw_mage_card_in_shop() -> void:
mage_card_seen_in_shop = true
save_to_disc()
func bought_mage_card() -> void:
mage_cards_bought += 1
if mage_cards_bought >= 10:
mage_unlocked = true
save_to_disc()
func save_to_disc() -> void:
var save_file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
var dict: Dictionary = {
"wins" = wins,
"losses" = losses,
"twenty_game_history" = twenty_game_history,
"engineer_cards_bought" = engineer_cards_bought,
"mage_card_seen_in_shop" = mage_card_seen_in_shop,
"mage_cards_bought" = mage_cards_bought,
"mage_unlocked" = mage_unlocked,
}
var json_string: String = JSON.stringify(dict)
save_file.store_line(json_string)
static func load_profile_from_disk() -> SaveData:
if FileAccess.file_exists(SAVE_PATH):
var save_file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
var json_string: String = save_file.get_line()
var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string)
if parse_result == OK:
var dict: Dictionary = json.data
var stats: SaveData = SaveData.new()
stats.wins = dict["wins"]
stats.losses = dict["losses"]
stats.twenty_game_history.append_array(dict["twenty_game_history"])
stats.engineer_cards_bought = dict["engineer_cards_bought"]
stats.mage_card_seen_in_shop = dict["mage_card_seen_in_shop"]
stats.mage_cards_bought = dict["mage_cards_bought"]
stats.mage_unlocked = dict["mage_unlocked"]
return stats
return SaveData.new()

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uid://6tvi4ox481cp

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class_name SaveStats extends Resource
const SAVE_PATH: String = "user://save_stats.tres"
@export var wins: int
@export var losses: int
@export var twenty_game_history: Array[bool]
func add_game_outcome(outcome: bool) -> void:
if outcome:
wins += 1
else:
losses += 1
twenty_game_history.push_back(outcome)
if twenty_game_history.size() > 20:
twenty_game_history.pop_front()
func save_profile_to_disk() -> void:
ResourceSaver.save(self, SAVE_PATH)
static func load_profile_from_disk() -> SaveStats:
if ResourceLoader.exists(SAVE_PATH):
return ResourceLoader.load(SAVE_PATH)
return SaveStats.new()

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