Refactor scene structure and resource paths; add death and game over screens
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71
scripts/ui/marketplace.gd
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71
scripts/ui/marketplace.gd
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class_name Marketplace
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extends Node
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@export var root: Control
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@export var skill_data: Array[SkillData] = []
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@export var grid: GridContainer
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@export var font: Font
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@export var skill_unlocker: SkillUnlockerComponent
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@export var components_to_disable: Array[Node] = []
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@export var marketplace_button: PackedScene
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@onready var game_manager: GM = $"/root/GameManager"
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var buttons: Array[Button] = []
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func _ready() -> void:
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if not skill_unlocker:
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return
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var skills_to_unlock: Array[SkillData] = []
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for skill in skill_data:
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if skill in game_manager.player_state['unlocked_skills']:
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continue
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skills_to_unlock.append(skill)
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for skill in skills_to_unlock:
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create_upgrade_button(skill)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("show_marketplace"):
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if root.is_visible():
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root.hide()
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for component in components_to_disable:
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component.process_mode = PROCESS_MODE_INHERIT
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else:
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root.show()
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for component in components_to_disable:
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component.process_mode = PROCESS_MODE_DISABLED
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if buttons:
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buttons[0].grab_focus()
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func create_upgrade_button(skill: SkillData):
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var button := marketplace_button.instantiate() as Button
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button.text = skill.name + " " + str(skill.cost)
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button.icon = skill.icon
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button.pressed.connect(func () -> void: _on_button_pressed(skill))
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buttons.append(button)
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grid.add_child(button)
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grid.queue_sort()
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func remove_button(skill: SkillData):
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for child in grid.get_children():
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if child.text == skill.name + str(skill.cost):
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child.queue_free()
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break
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func _on_button_pressed(skill: SkillData) -> void:
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if not skill_unlocker:
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return
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if skill_unlocker.try_unlock_skill(skill):
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remove_button(skill)
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