82 lines
2.4 KiB
GDScript
82 lines
2.4 KiB
GDScript
extends Control
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@export var seed: int = 0
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@onready var otherview: int = 0
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@onready var selfview: int = 0
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@onready var trueview: int = 0
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# variables for nodes
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@onready var sound: Node2D = $Sounds
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@onready var roll_dice: TextureButton = $Roll/Roll_dice
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@onready var psyline_other: Control = $Psy_line_other
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@onready var psyline_self: Control = $Psy_line_self
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@onready var psyline_true: Control = $Psy_line_true
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@onready var traits: Control = $Traits
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@onready var keep_psy: CheckBox = $Roll/Keep_psy
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@onready var keep_traits: CheckBox = $Roll/Keep_traits
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@onready var language_choice: MenuButton = $Language
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@onready var soundplayer: EAEventBankMounter = $SoundPlayer
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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lets_roll(seed, 0)
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roll_dice.pressed.connect(_on_roll_dice_pressed)
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language_choice.get_popup().connect("id_pressed", _on_menu_language_selected)
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func _process(delta: float) -> void:
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# Roll new result"
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if Input.is_action_just_pressed("roll"):
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lets_roll(seed)
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# Exit the app
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().quit()
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func _on_roll_dice_pressed() -> void:
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lets_roll(seed)
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func lets_roll(chosen_seed: int, noise: bool = 1) -> void:
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# Random psy profiles
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var possible_psy: int = $Psy_line_other.resources.size()
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var random = RandomNumberGenerator.new()
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random.seed = chosen_seed
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# Play sound if wanted
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if noise:
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EventAudio.play_2d("DICEROLL", sound)
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# Randomize psychology
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if not keep_psy.button_pressed:
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random.randomize()
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var result_other: int = random.randi_range(0, possible_psy - 1)
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psyline_other.choice.select(result_other)
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psyline_other.on_item_selected(result_other)
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random.randomize()
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var result_self: int = random.randi_range(0, possible_psy - 1)
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psyline_self.choice.select(result_self)
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psyline_self.on_item_selected(result_self)
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random.randomize()
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var result_true: int = random.randi_range(0, possible_psy - 1)
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psyline_true.choice.select(result_true)
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psyline_true.on_item_selected(result_true)
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# Randomize trait
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if not keep_traits.button_pressed:
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traits.populate()
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func update_language(new_language: String) -> void:
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TranslationServer.set_locale(new_language)
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emit_signal("language_changed", new_language)
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# Fonction appelée lorsque l'utilisateur sélectionne une option
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func _on_menu_language_selected(id: int) -> void:
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match id:
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0:
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TranslationServer.set_locale("fr")
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1:
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TranslationServer.set_locale("en")
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