rewired signals and added savemanager and resource saving

This commit is contained in:
Luca 2024-09-26 21:37:19 +02:00
parent 0f5045dc22
commit f694d5c4f8
13 changed files with 138 additions and 87 deletions

View file

@ -19,7 +19,7 @@ func _process(delta) -> void:
save_timer = 0.0
# Save the game
SaveGame.save()
SaveManager.save_game()
save_button_held_down = false
else:

View file

@ -12,12 +12,12 @@ func _on_close_button_pressed() -> void:
pass # Replace with function body.
func _update_monster_list() -> void:
for i in SaveData.monsters.size():
var monster = SaveData.monsters[i]
for i in SaveManager.current_save.party.size():
var monster = SaveManager.current_save.party[i]
var entry = monster_list_entry.instantiate()
# populate the new entry
entry.populate(SaveData.monsters[i])
entry.populate(SaveManager.current_save.party[i])
# add it to the list
monster_list_entry_container.add_child(entry)

View file

@ -5,7 +5,7 @@ signal on_game_continued
# On ready, check which buttons to show
func _ready() -> void:
if SaveGame.savegame_exists():
if SaveManager.save_exists():
%ContinueGameButton.visible = true
%NewGameButton.visible = false

View file

@ -34,7 +34,7 @@ func _on_ingame_controls_menu_button_clicked() -> void:
ingame_menu.visible = true
# Updates the whole UI
func _update_ui() -> void:
func update() -> void:
# Updating the player info
ingame_menu._update_player_info()