added first theme progress and switched all files to use static typing

This commit is contained in:
Luca 2024-10-10 15:26:56 +02:00
parent c9458f3627
commit b5ace17da9
2665 changed files with 50249 additions and 476 deletions

5
globals/MusicFile.gd Normal file
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@ -0,0 +1,5 @@
extends Resource
class_name MusicFile
@export var file: AudioStream
@export var name: String

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@ -1,18 +0,0 @@
extends Node
@export var music: Array
func play():
pass
func stop_all():
pass
func fade_out():
pass
func fade_in():
pass
func battle():
pass

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@ -0,0 +1,10 @@
extends Node
@export var music: Array[MusicFile]
func play(_file: String) -> void:
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.

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@ -0,0 +1,12 @@
[gd_scene load_steps=4 format=3 uid="uid://boxny6sh3y05y"]
[ext_resource type="Script" path="res://globals/background_music_manager.gd" id="1_ngng4"]
[ext_resource type="Script" path="res://globals/MusicFile.gd" id="2_d24t4"]
[sub_resource type="Resource" id="Resource_rphwp"]
script = ExtResource("2_d24t4")
name = ""
[node name="BackgroundMusicManager" type="Node"]
script = ExtResource("1_ngng4")
music = Array[ExtResource("2_d24t4")]([SubResource("Resource_rphwp")])

12
globals/colors.gd Normal file
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@ -0,0 +1,12 @@
extends Node
# Documentation for Export Variables:
# https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html
@export_category("UI Colors")
@export var text_color: Color = Color("4d4d4d")
@export var text_color_pressed: Color = Color("4d4d4d")
@export var text_color_disabled: Color = Color("b3b3b3c8")
@export var default_text_size: int = 20
@export var main_menu_text_size: int = 30

6
globals/colors.tscn Normal file
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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://2trnlyv20e6w"]
[ext_resource type="Script" path="res://globals/colors.gd" id="1_toe0q"]
[node name="Colors" type="Node"]
script = ExtResource("1_toe0q")

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@ -1,25 +1,25 @@
extends Node
@onready var scene_root = $/root/Game/CurrentScene
@onready var scene_root: Node3D = $/root/Game/CurrentScene
var current_world : Node = null
func get_world() -> String:
return current_world.scene_file_path
func set_world(path: String):
func set_world(path: String) -> void:
if ResourceLoader.exists(path):
var world = load(path).instantiate()
var world: Node = load(path).instantiate()
scene_root.add_child(world)
current_world = world
else:
printerr("Level %s does not exist" % path)
func remove_world():
var world = scene_root.get_child(0)
func remove_world() -> void:
var world: Node3D = scene_root.get_child(0)
if world == null:
printerr("No world node found")
return
scene_root.remove_child(world)
world.queue_free()
current_world = null

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@ -4,14 +4,14 @@ var player: Node3D = null
func set_player(p_player: Node3D) -> void:
player = p_player
func get_player() -> Node3D:
return player
func load_base_monster_data(p_unique_id) -> MonsterData:
var path = "res://resources/monsters/" + p_unique_id + ".tres"
func load_base_monster_data(p_unique_id: String) -> MonsterData:
var path: String = "res://resources/monsters/" + p_unique_id + ".tres"
if ResourceLoader.exists(path):
var base_monster = load(path)
var base_monster: MonsterData = load(path)
return base_monster
else:
printerr("Monster.gd: No monster with the ID %s found" % p_unique_id)