Code Refactoring: Part 2

Hopefully final refactoring, offloaded ui scripts to its own global .gd to prevent repetition.
This commit is contained in:
Patrick_Pluto 2024-06-19 18:27:40 +02:00
parent 1f13b9d7b2
commit 6b2159b840
10 changed files with 182 additions and 187 deletions

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@ -20,6 +20,7 @@ config/icon="res://icon.svg"
Load="*res://scripts/load.gd" Load="*res://scripts/load.gd"
Save="*res://scripts/save.gd" Save="*res://scripts/save.gd"
Content="*res://scripts/content.gd" Content="*res://scripts/content.gd"
Ui="*res://scripts/ui.gd"
[display] [display]

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@ -37,12 +37,20 @@ text = "Creator"
[node name="Label" type="Label" parent="."] [node name="Label" type="Label" parent="."]
layout_mode = 0 layout_mode = 0
offset_left = 488.0 offset_left = 456.0
offset_top = 432.0 offset_top = 432.0
offset_right = 592.0 offset_right = 571.0
offset_bottom = 455.0 offset_bottom = 455.0
scale = Vector2(3, 3) scale = Vector2(3, 3)
text = "Version: 0.0.4" text = "Milestone 1 b5"
[node name="Label2" type="Label" parent="."]
layout_mode = 0
offset_left = 544.0
offset_right = 629.0
offset_bottom = 23.0
scale = Vector2(3, 3)
text = "FreeTTRPG"
[connection signal="pressed" from="Button" to="." method="_on_button_pressed"] [connection signal="pressed" from="Button" to="." method="_on_button_pressed"]
[connection signal="pressed" from="Button2" to="." method="_on_button_2_pressed"] [connection signal="pressed" from="Button2" to="." method="_on_button_2_pressed"]

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@ -6,7 +6,7 @@ var loadPath
# Variable to store the loaded JSON data # Variable to store the loaded JSON data
var data var data
# Called when the node is added to the scene # Currently placeholder function, to be deprecated once custom content loading is enabled.
func _ready(): func _ready():
loadPath = "res://content/stats.json" # Set the path to load JSON data from loadPath = "res://content/stats.json"
data = Load.loadJSON(loadPath) # Load JSON data from the specified path data = Load.loadJSON(loadPath)

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@ -1,42 +1,31 @@
extends Node extends Node
# Reference to the inputOutput.tscn scene
var field = preload("res://scenes/menu/inputOutput.tscn")
# Variable to store loaded JSON data # Variable to store loaded JSON data
var data var data
var amount
# Called when the node is added to the scene # Get all needed things for Ui.placeFields and save amount from it.
func _ready(): func _ready():
# Load JSON data from stats.json data = Content.data
data = Load.loadJSON("res://content/stats.json") var container = $"ScrollContainer/VBoxContainer"
Ui.placeFields(data, container, true)
# Instantiate input fields based on 'amount' from data amount = data.get("amount")
for i in range(int(data.get("amount"))):
var fieldInstance = field.instance()
$"ScrollContainer/VBoxContainer".add_child(fieldInstance)
# Set position, placeholder text, and minimum size for each field
$"ScrollContainer/VBoxContainer".get_child(i).position = Vector2(16, (16 + i * 88))
$"ScrollContainer/VBoxContainer".get_child(i).placeholder_text = data.get(str(i))
$"ScrollContainer/VBoxContainer".get_child(i).custom_minimum_size.y = 40
# Handler for when a button is pressed # Upon pressing the "Send" button
func _on_button_pressed(): func _on_button_pressed():
# Construct save path based on user input # Create the save path based on which ID was entered
var savePath = "user://player_data" + $"ScrollContainer/VBoxContainer".get_child(0).text + ".json" var savePath = "user://player_" + $"ScrollContainer/VBoxContainer".get_child(0).text + ".json"
# Prepare data to save # Get data from the fields to save, except the first one, which is the ID and should be used in the filename.
var saveData = {} var saveData = {}
for i in range(int(data.get("amount"))): for i in range(int(data.get("amount"))):
if i > 0: if i > 0:
saveData[data.get(str(i))] = $"ScrollContainer/VBoxContainer".get_child(i).text saveData[data.get(str(i))] = $"ScrollContainer/VBoxContainer".get_child(i).text
# Save data to JSON file # Call the global save function
Save.saveJSON(savePath, saveData) Save.saveJSON(savePath, saveData)
# Process function called every frame # Only for the Main Menu "shortcut"
func _process(delta): func _process(delta):
# Check if the Escape key is pressed to change scene to main.tscn if Input.is_action_pressed("escape"):
if Input.is_action_pressed("escape"): get_tree().change_scene_to_file("res://scenes/menu/main.tscn")
get_tree().change_scene_to_file("res://scenes/menu/main.tscn")

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@ -1,53 +1,37 @@
extends Node extends Node
# Reference to the inputOutput.tscn scene # Variable to store loaded JSON data
var field = preload("res://scenes/menu/inputOutput.tscn")
# Variables to store data and amount
var data var data
var amount var amount
# Called when the node is added to the scene # Get all needed things for Ui.placeFields and save amount from it.
func _ready(): func _ready():
# Get data from Content singleton data = Content.data
data = Content.data var container = $"ScrollContainer/VBoxContainer"
Ui.placeFields(data, container, false)
# Instantiate input fields based on 'amount' from data amount = data.get("amount")
for i in range(int(data.get("amount"))):
var fieldInstance = field.instance()
$"ScrollContainer/VBoxContainer".add_child(fieldInstance)
# Set placeholder text and minimum size for each field
$"ScrollContainer/VBoxContainer".get_child(i).placeholder_text = data.get(str(i))
$"ScrollContainer/VBoxContainer".get_child(i).custom_minimum_size.y = 40
# Make fields editable except the first one
if i > 0:
$"ScrollContainer/VBoxContainer".get_child(i).editable = false
amount = data.get("amount") # Store the amount of fields
# Handler for when a button is pressed # Upon pressing the "Get" button, also called in game
func _on_button_pressed(): func _on_button_pressed():
# Construct save path based on user input # Construct save path based on user input
var savePath = "user://player_data" + $"ScrollContainer/VBoxContainer".get_child(0).text + ".json" var savePath = "user://player_" + $"ScrollContainer/VBoxContainer".get_child(0).text + ".json"
# Load JSON data from the constructed save path # Load JSON data from the constructed save path
data = Load.loadJSON(savePath) data = Load.loadJSON(savePath)
# Check if data is successfully loaded (type 27 corresponds to Dictionary in Godot) # Check if data is successfully loaded (type 27 corresponds to Dictionary in Godot, although the wiki says it's 18...)
if typeof(data) == 27: if typeof(data) == 27:
# Populate fields with loaded data # Populate fields with loaded data
for i in range(int(amount) - 1): for i in range(int(amount) - 1):
$"ScrollContainer/VBoxContainer".get_child(i + 1).text = data.get(str($"ScrollContainer/VBoxContainer".get_child(i + 1).placeholder_text)) $"ScrollContainer/VBoxContainer".get_child(i + 1).text = data.get(str($"ScrollContainer/VBoxContainer".get_child(i + 1).placeholder_text))
# Process function called every frame # Only for the Main Menu "shortcut"
func _process(_delta): func _process(_delta):
# Check if the Escape key is pressed to change scene to main.tscn # Check if the Escape key is pressed to change scene to main.tscn
if Input.is_action_pressed("escape"): if Input.is_action_pressed("escape"):
get_tree().change_scene_to_file("res://scenes/menu/main.tscn") get_tree().change_scene_to_file("res://scenes/menu/main.tscn")
# Function to hide the 'get' button # Function to hide the 'get' button
func hideGet(): func hideGet():
$button.visible = false $button.visible = false
$button.disabled = true $button.disabled = true

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@ -1,30 +1,26 @@
extends Node extends Node
# Function to load JSON data from a file # Function to load JSON data from a file
func loadJSON(savePath): func loadJSON(savePath):
var data # Variable to store loaded data # Check if the file exists
if not FileAccess.file_exists(savePath):
# Check if the file exists return 1 # Return error code 1 if file does not exist
if not FileAccess.file_exists(savePath):
return 1 # Return error code 1 if file does not exist # Open the file for reading
var fileAccess = FileAccess.open(savePath, FileAccess.READ)
# Open the file for reading
var fileAccess = FileAccess.open(savePath, FileAccess.READ) # Read the entire JSON string from the file
var jsonString = fileAccess.get_line()
# Read the entire JSON string from the file
var jsonString = fileAccess.get_line() fileAccess.close() # Close the file
fileAccess.close() # Close the file # Create a new JSON instance
var json = JSON.new()
# Create a new JSON instance
var json = JSON.new() # Parse the JSON string into a JSON object
var error = json.parse(jsonString)
# Parse the JSON string into a JSON object
var error = json.parse(jsonString) if error:
return 1 # Return error code 1 if there was an error parsing JSON
if error:
return 1 # Return error code 1 if there was an error parsing JSON return json.data # Return the loaded data
data = json.data # Extract data from the parsed JSON
return data # Return the loaded data

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@ -7,50 +7,52 @@ var playerIndex = 0
# Variable to hold the current player's object name # Variable to hold the current player's object name
var objectName var objectName
# Called when the node is added to the scene # Kick the game off
func _ready(): func _ready():
# Hide character viewer GUI initially # Hide character viewer GUI initially
$"../characterViewer".hideGet() $"../characterViewer".hideGet()
# Start cycling through players # Start cycling through players
next() next()
# Function to switch to the next player # Function to switch to the next player
func next(): func next():
if playerIndex >= playerAmount: if playerIndex >= playerAmount:
playerIndex = 0 playerIndex = 0
# Construct object name based on player index # Construct object name based on player index
objectName = "player%d" % playerIndex objectName = "player%d" % playerIndex
print(objectName) # Print current player's object name (for debugging) print(objectName) # Print current player's object name (for debugging)
# Start the current player's activity # Start the current player's activity
get_node(objectName).start() get_node(objectName).start()
playerIndex += 1 # Move to the next player index playerIndex += 1 # Move to the next player index
# Function to display statistics # Function to display statistics, lots of relative links, may change eventually
func stats(): func stats():
visible = false # Hide current node (assuming this node should hide itself) visible = false # Hide game area
$"../characterViewer".visible = true # Show character viewer GUI $"../characterViewer".visible = true
get_node(objectName).stop() # Stop current player's activity get_node(objectName).stop()
$"../back".disabled = false # Enable back button # Activate back button
$"../back".visible = true # Make back button visible $"../back".disabled = false
$"../back".visible = true
# Update player index display in character viewer
$"../characterViewer/ScrollContainer/VBoxContainer".get_child(0).text = str(playerIndex - 1) # Update player index display in character viewer
$"../characterViewer/ScrollContainer/VBoxContainer".get_child(0).editable = false $"../characterViewer/ScrollContainer/VBoxContainer".get_child(0).text = str(playerIndex - 1)
$"../characterViewer/ScrollContainer/VBoxContainer".get_child(0).editable = false
# Simulate button press in character viewer (assuming this triggers further actions)
$"../characterViewer"._on_button_pressed() # Simulate button press in character viewer (assuming this triggers further actions)
$"../characterViewer"._on_button_pressed()
# Function to restart the node's state # Function to restart the node's state
func restart(): func restart():
visible = true # Show current node visible = true # Show game area
$"../characterViewer".visible = false # Hide character viewer GUI $"../characterViewer".visible = false
get_node(objectName).start() # Start current player's activity get_node(objectName).start()
$"../back".disabled = true # Disable back button # Activate back button
$"../back".visible = false # Hide back button $"../back".disabled = true
$"../back".visible = false
# Handler for when the back button is pressed # Handler for when the back button is pressed
func _on_back_pressed(): func _on_back_pressed():
restart() # Restart the node's state restart() # Gives control back to the current player character

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@ -1,16 +1,13 @@
extends Node extends Node
# Function called when button 1 is pressed # Function called when "Play" is pressed
func _on_button_pressed(): func _on_button_pressed():
get_tree().change_scene_to_file("res://scenes/map/map.tscn") get_tree().change_scene_to_file("res://scenes/map/map.tscn")
# Change the scene to the map scene ("map.tscn")
# Function called when button 2 is pressed # Function called when "View" is pressed
func _on_button_2_pressed(): func _on_button_2_pressed():
get_tree().change_scene_to_file("res://scenes/menu/view.tscn") get_tree().change_scene_to_file("res://scenes/menu/view.tscn")
# Change the scene to the view menu scene ("view.tscn")
# Function called when button 3 is pressed # Function called when "Create" is pressed
func _on_button_3_pressed(): func _on_button_3_pressed():
get_tree().change_scene_to_file("res://scenes/menu/create.tscn") get_tree().change_scene_to_file("res://scenes/menu/create.tscn")
# Change the scene to the create menu scene ("create.tscn")

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@ -1,58 +1,55 @@
extends CharacterBody2D extends CharacterBody2D
# Exported variable for movement speed
@export var speed = 200 @export var speed = 200
# Distance traveled accumulator # Distance traveled accumulator
var distanceTo = 0 var distanceTo = 0
# Flag to indicate if the character is active # Flag to indicate if the character is currently the active player.
var active = false var active = false
# Function to handle user input # Function to handle user input
func get_input(): func get_input():
# Change scene if Escape key is pressed # Main Menu "shortcut"
if Input.is_action_pressed("escape"): if Input.is_action_pressed("escape"):
get_tree().change_scene_to_file("res://scenes/menu/main.tscn") get_tree().change_scene_to_file("res://scenes/menu/main.tscn")
# Get directional input and set velocity accordingly # Get directional input and set velocity accordingly
var input_direction = Input.get_vector("left", "right", "up", "down") var input_direction = Input.get_vector("left", "right", "up", "down")
velocity = input_direction * speed velocity = input_direction * speed
# Physics process function called every frame
func _physics_process(delta): func _physics_process(delta):
# Store current position for distance calculation # Store current position for distance calculation
var toCalculate = position var toCalculate = position
# Process input if the character is active # Process input if the character is active
if active: if active:
get_input() get_input()
move_and_slide(velocity) # Move the character based on current velocity move_and_slide()
# Accumulate distance traveled # Accumulate distance traveled
distanceTo += position.distance_to(toCalculate) distanceTo += position.distance_to(toCalculate)
print(distanceTo) # Print distance traveled (for debugging)
# Check if distance threshold is exceeded and the character is active # Check if distance threshold is exceeded and the character is active
if distanceTo > 500 and active: if distanceTo > 500 and active:
stop() # Stop character movement and reset distance traveled stop()
distanceTo = 0 distanceTo = 0
get_parent().next() # Trigger next action in parent node get_parent().next() # Go to the next player
# Function to start the character's activity # Set main character as active
func start(): func start():
$camera.enabled = true # Enable camera $camera.enabled = true
active = true # Set character to active state active = true
$stats.disabled = false # Enable stats UI node $stats.disabled = false
$stats.visible = true # Make stats UI node visible $stats.visible = true
# Function to stop the character's activity # Set main character as inactive
func stop(): func stop():
$camera.enabled = false # Disable camera $camera.enabled = false
active = false # Set character to inactive state active = false
$stats.disabled = true # Disable stats UI node $stats.disabled = true
$stats.visible = false # Hide stats UI node $stats.visible = false
# Handler for when the stats button is pressed # Handler for when the stats button is pressed
func _on_stats_pressed(): func _on_stats_pressed():
get_parent().stats() # Call stats function in the parent node get_parent().stats() # Open up the stats menu for the current player

21
scripts/ui.gd Normal file
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@ -0,0 +1,21 @@
extends Node
# Loading the stat field
var field = preload("res://scenes/menu/inputOutput.tscn")
# Creating all necessary stat fields
func placeFields(data, container, isWriteable):
# Load which stats should be displayed
# Create the fields one-by-one
for i in range(int(data.get("amount"))):
var fieldInstance = field.instantiate()
container.add_child(fieldInstance)
# Changes their placeholder based on what should be entered or seen in that field
container.get_child(i).placeholder_text = data.get(str(i))
container.get_child(i).custom_minimum_size.y = 40
# Every field except ID (if not isWriteable)
if i > 0 and !isWriteable:
container.get_child(i).editable = false