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class_name Top
extends Node2D
@export var initial_room: PackedScene
var active_room_name: String
var save_state_path = "user://save_state.cfg"
var save_state = ConfigFile.new()
func _ready() -> void:
$Map.hide_map()
var room = initial_room.instantiate()
active_room_name = room.name
room.name = "ActiveRoom"
room.process_mode = Node.PROCESS_MODE_PAUSABLE
add_child(room)
# Testing
save_state.load(save_state_path)
print("loaded test_item: ", save_state.get_value("items", "test_item"))
save_state.set_value("items", "test_item", true)
save_state.save(save_state_path)
print(OS.get_data_dir())
func _process(_delta: float):
if Input.is_action_just_pressed("menu"):
if $Map.visible:
close_pause_menu()
elif active_room_name != "MainMenu":
open_pause_menu()
func save():
save_state.save("user://save_state.cfg")
func replace_active_room(new_room: Node, on_changed: Callable):
var current_room = get_node("ActiveRoom")
remove_child(current_room)
current_room.queue_free()
var next_is_main_menu = new_room.name == "MainMenu"
var touchscreen_ui_exists = has_node("TouchScreenUI")
if next_is_main_menu and touchscreen_ui_exists:
remove_child(get_node("TouchScreenUI"))
elif not next_is_main_menu and not touchscreen_ui_exists:
add_child(preload("res://touch_screen_ui.tscn").instantiate())
active_room_name = new_room.name
new_room.name = "ActiveRoom"
new_room.connect("tree_entered", on_changed)
new_room.process_mode = Node.PROCESS_MODE_PAUSABLE
add_child(new_room)
func get_map() -> Map:
return $Map
func get_transition_manager() -> TransitionManager:
return $TransitionManager
func open_pause_menu():
get_tree().paused = true
$Map.show_map()
func close_pause_menu():
get_tree().paused = false
$Map.hide_map()
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