616 lines
22 KiB
GDScript
616 lines
22 KiB
GDScript
extends Node
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# 变量定义
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@onready var grid_container = $GridContainer # 农场地块的 GridContainer
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@onready var crop_item = $CropItem
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@onready var crop_list = $CropList # 作物选择的 ItemList
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@onready var show_money = $money # 显示当前剩余的钱
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@onready var show_experience = $experience # 显示当前玩家的经验
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@onready var show_level = $level # 显示当前玩家的等级
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@onready var toast = $ToastShow
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@onready var toast2 = $ToastShow2
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@onready var land_panel = $Land_Panel
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@onready var dig_button = $Land_Panel/VBox/HBox/Dig_button
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@onready var crop_grid_container = $ScrollContainer/Crop_GridContainer
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@onready var green_bar = $Copy_Nodes/Green #普通
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@onready var white_blue_bar = $Copy_Nodes/White_Blue #稀有
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@onready var orange_bar = $Copy_Nodes/Orange #优良
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@onready var pink_bar = $Copy_Nodes/Pink #史诗
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@onready var black_blue_bar = $Copy_Nodes/Black_Blue #传奇
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@onready var red_bar = $Copy_Nodes/Red #神圣
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#----------------网络联机部分--------------------------
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#用户登录账号,用QQ号代替
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@onready var username_input = $LoginPanel/username_input
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#用户登录密码
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@onready var password_input = $LoginPanel/password_input
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#登录按钮
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@onready var login_button = $LoginPanel/login_button
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#----------------网络联机部分--------------------------
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@onready var tip = $tip
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var money: int = 500 # 默认每个人初始为100元
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var experience: float = 0.0 # 初始每个玩家的经验为0
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var grow_speed: float = 1 # 作物生长速度
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var level: int = 1 # 初始玩家等级为1
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var farm_lots = [] # 用于保存每个地块的状态
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var dig_index = 0
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var dig_money = 1000
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var climate_death_timer = 0
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var blink_speed: float = 1 # 每秒闪烁的次数
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var is_blink_on: bool = false # 是否闪烁状态
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var blink_counter: float = 0.0 # 计数器,用于控制闪烁
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var can_planted_crop = {
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#玩家点击空地块时可以种植的作物
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#品质有 普通,优良,稀有,史诗,传奇,品质会影响作物的颜色
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#耐候性:种植的过程中可能会死亡
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#等级:需要玩家达到相应等级才能种植
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#经验:收获时可以获得的经验,经验到达某一程度,玩家会升等级
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#基础作物
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# 基础作物
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"测试作物": {"花费": 1, "生长时间": 3, "收益": 9999, "品质": "普通", "描述": "测试作物", "耐候性": 10, "等级": 1, "经验": 999}, # 1分钟
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"小麦": {"花费": 120, "生长时间": 120, "收益": 100, "品质": "普通", "描述": "基础作物,品质较低,适合新手种植", "耐候性": 10, "等级": 1, "经验": 10}, # 1分钟
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"稻谷": {"花费": 100, "生长时间": 240, "收益": 120, "品质": "普通", "描述": "适合大规模种植的基础作物", "耐候性": 10, "等级": 1, "经验": 10}, # 2分钟
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"玉米": {"花费": 70, "生长时间": 600, "收益": 90, "品质": "普通", "描述": "营养丰富的优良作物,适合稍有经验的玩家", "耐候性": 15, "等级": 2, "经验": 15}, # 5分钟
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"土豆": {"花费": 75, "生长时间": 360, "收益": 90, "品质": "普通", "描述": "容易种植的耐寒作物", "耐候性": 12, "等级": 1, "经验": 10}, # 3分钟
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"胡萝卜": {"花费": 60, "生长时间": 480, "收益": 80, "品质": "普通", "描述": "适合新手的健康作物", "耐候性": 12, "等级": 1, "经验": 10}, # 4分钟
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# 中级作物
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"草莓": {"花费": 120, "生长时间": 960, "收益": 150, "品质": "优良", "描述": "营养丰富的果实,收益不错", "耐候性": 14, "等级": 2, "经验": 20}, # 8分钟
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"番茄": {"花费": 100, "生长时间": 720, "收益": 130, "品质": "优良", "描述": "常见作物,适合小规模种植", "耐候性": 12, "等级": 2, "经验": 15}, # 6分钟
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"大豆": {"花费": 90, "生长时间": 840, "收益": 110, "品质": "优良", "描述": "富含蛋白质的基础作物", "耐候性": 11, "等级": 2, "经验": 12}, # 7分钟
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# 高级作物
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"蓝莓": {"花费": 150, "生长时间": 1200, "收益": 200, "品质": "稀有", "描述": "较为稀有的作物,市场价值较高", "耐候性": 18, "等级": 3, "经验": 25}, # 10分钟
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"洋葱": {"花费": 85, "生长时间": 600, "收益": 105, "品质": "稀有", "描述": "烹饪常用的作物,适合中级种植", "耐候性": 10, "等级": 2, "经验": 10}, # 5分钟
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"南瓜": {"花费": 180, "生长时间": 1440, "收益": 250, "品质": "稀有", "描述": "秋季收获的高收益作物", "耐候性": 20, "等级": 4, "经验": 30}, # 12分钟
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"葡萄": {"花费": 200, "生长时间": 1200, "收益": 300, "品质": "稀有", "描述": "需要特殊管理的高收益作物", "耐候性": 15, "等级": 4, "经验": 35}, # 10分钟
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"柿子": {"花费": 160, "生长时间": 1080, "收益": 240, "品质": "稀有", "描述": "富含营养的秋季作物", "耐候性": 18, "等级": 3, "经验": 28}, # 9分钟
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"花椰菜": {"花费": 130, "生长时间": 960, "收益": 170, "品质": "稀有", "描述": "耐寒的高品质作物,适合经验丰富的玩家", "耐候性": 17, "等级": 3, "经验": 22}, # 8分钟
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"芦笋": {"花费": 200, "生长时间": 1560, "收益": 280, "品质": "稀有", "描述": "市场需求量高的稀有作物", "耐候性": 15, "等级": 4, "经验": 30}, # 13分钟
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# 史诗作物
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"香草": {"花费": 250, "生长时间": 1800, "收益": 400, "品质": "史诗", "描述": "非常稀有且收益极高的作物", "耐候性": 22, "等级": 5, "经验": 40}, # 15分钟
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"西瓜": {"花费": 240, "生长时间": 2400, "收益": 420, "品质": "史诗", "描述": "夏季丰产的高价值作物", "耐候性": 21, "等级": 5, "经验": 45}, # 20分钟
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"甜菜": {"花费": 220, "生长时间": 2160, "收益": 350, "品质": "史诗", "描述": "营养丰富的根茎作物,收益较高", "耐候性": 20, "等级": 5, "经验": 38}, # 18分钟
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"甘蔗": {"花费": 260, "生长时间": 3000, "收益": 450, "品质": "史诗", "描述": "需要充足水源的高价值作物", "耐候性": 18, "等级": 5, "经验": 50}, # 25分钟
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# 传奇作物
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"龙果": {"花费": 400, "生长时间": 4800, "收益": 600, "品质": "传奇", "描述": "极为稀有的热带作物,产量和价值都极高", "耐候性": 25, "等级": 6, "经验": 60}, # 40分钟
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"松露": {"花费": 500, "生长时间": 7200, "收益": 700, "品质": "传奇", "描述": "极其珍贵的地下作物,市场价格极高", "耐候性": 23, "等级": 7, "经验": 80}, # 60分钟
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"人参": {"花费": 450, "生长时间": 6600, "收益": 650, "品质": "传奇", "描述": "需要耐心等待的珍贵药材", "耐候性": 22, "等级": 6, "经验": 75}, # 55分钟
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"金橘": {"花费": 420, "生长时间": 4800, "收益": 620, "品质": "传奇", "描述": "少见的耐寒果树,市场需求量极大", "耐候性": 26, "等级": 7, "经验": 70} # 40分钟
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};
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var selected_lot_index = -1 # 当前被选择的地块索引
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#电脑版路径(Windows或者Linux)
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#var game_path = "C:/Users/shumengya/Desktop/smyfarm/save.txt"
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#
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var game_path = "/storage/emulated/0/萌芽农场/保存.txt"
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var save_time = 10
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var farm_thread: Thread
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# 准备阶段
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func _ready():
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farm_thread = Thread.new()
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# 使用 Callable 创建可调用对象,指向当前对象的 _thread_update_farm_lots 方法
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var callable = Callable(self, "_thread_update_farm_lots")
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# 启动线程
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var error = farm_thread.start(callable)
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if error != OK:
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print("Failed to start thread: ", error)
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OS.request_permissions()
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toast.Toast("快去偷其他人的菜吧!", Color.GREEN)
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# 初始化农场地块
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_init_farm_lots(40)
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_update_farm_lots()
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# 连接点击事件
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#crop_list.connect("item_selected", Callable(self, "_on_crop_selected"))
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# 初始隐藏作物选择列表
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#crop_list.hide()
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crop_grid_container.hide()
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# 更新初始显示
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_update_ui()
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# 初始化作物选择列表
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_init_crop_list2()
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_load_game()
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# 初始化农场地块
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func _init_farm_lots(num_lots):
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for i in range(num_lots):
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farm_lots.append({
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"is_diged": false, # 是否开垦
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"is_planted": false, # 是否种植
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"is_dead": false, # 是否作物已死亡
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"crop_type": "", # 作物类型
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"grow_time": 0, # 生长时间
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"max_grow_time": 5 # 作物需要的最大生长时间(假设5秒成熟)
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})
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# 初始化作物选择列表
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# 初始化作物选择列表
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func _init_crop_list():
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crop_list.clear()
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for crop_name in can_planted_crop:
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var crop = can_planted_crop[crop_name]
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if crop["等级"] <= level: # 只显示当前等级可以种植的作物
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# 添加作物项
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crop_list.add_item(crop_name)
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# 随机生成颜色
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#var random_color = Color(randf(), randf(), randf())
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# 设置作物项的自定义背景颜色
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var item_index = crop_list.get_item_count() - 1 # 获取当前项的索引
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#crop_list.set_item_custom_bg_color(item_index, random_color)
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if crop["品质"] == "普通":
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crop_list.set_item_custom_bg_color(item_index, Color.GAINSBORO)
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pass
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elif crop["品质"] == "优良":
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crop_list.set_item_custom_bg_color(item_index, Color.DODGER_BLUE)
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pass
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elif crop["品质"] == "稀有":
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crop_list.set_item_custom_bg_color(item_index,Color.PURPLE )
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pass
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elif crop["品质"] == "史诗":
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crop_list.set_item_custom_bg_color(item_index,Color.YELLOW )
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pass
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elif crop["品质"] == "传奇":
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crop_list.set_item_custom_bg_color(item_index, Color.ORANGE_RED)
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pass
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# 如果需要设置文本颜色,可以使用下面的代码(可选)
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# crop_list.set_item_custom_color(item_index, Color.WHITE) # 设置文本颜色
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# 初始化作物选择列表
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func _init_crop_list2():
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for child in crop_grid_container.get_children():
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child.queue_free()
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for crop_name in can_planted_crop:
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var crop = can_planted_crop[crop_name]
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var level_btn = null
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var level6_btn = red_bar.duplicate()
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if crop["等级"] <= level: # 只显示当前等级可以种植的作物
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if crop["品质"] == "普通":
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level_btn = green_bar.duplicate()
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level_btn.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
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level_btn.text = str(crop_name)
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crop_grid_container.add_child(level_btn)
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pass
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elif crop["品质"] == "优良":
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level_btn = white_blue_bar.duplicate()
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level_btn.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
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level_btn.text = str(crop_name)
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crop_grid_container.add_child(level_btn)
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pass
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elif crop["品质"] == "稀有":
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level_btn = orange_bar.duplicate()
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level_btn.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
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level_btn.text = str(crop_name)
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crop_grid_container.add_child(level_btn)
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pass
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elif crop["品质"] == "史诗":
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level_btn = pink_bar.duplicate()
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level_btn.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
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level_btn.text = str(crop_name)
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crop_grid_container.add_child(level_btn)
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pass
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elif crop["品质"] == "传奇":
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level_btn = black_blue_bar.duplicate()
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level_btn.connect("pressed", Callable(self, "_on_crop_selected").bind(crop_name))
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level_btn.text = str(crop_name)
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crop_grid_container.add_child(level_btn)
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pass
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# 如果需要设置文本颜色,可以使用下面的代码(可选)
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# crop_list.set_item_custom_color(item_index, Color.WHITE) # 设置文本颜色
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pass
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# 更新农场地块状态到 GridContainer
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func _update_farm_lots(): #每一秒更新一次状态
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for child in grid_container.get_children():
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child.queue_free()
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for j in 5:
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if farm_lots[j]["is_diged"] == false:
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farm_lots[j]["is_diged"] = true
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pass
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pass
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for i in range(len(farm_lots)):
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var lot = farm_lots[i]
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var button = crop_item.duplicate()
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var label = button.get_node("Label")
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var progressbar = button.get_node("ProgressBar")
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pass
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if lot["is_diged"] == true:
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dig_money = (i+1) * 1000
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dig_button.text = "开垦"+"["+str(dig_money)+"]"
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if lot["is_planted"] == true:
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#寒冷环境配置,作物随机概率死亡
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climate_death_timer += 1
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if climate_death_timer >= 60 :
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if random_probability(can_planted_crop[lot["crop_type"]]["耐候性"]):
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lot["is_dead"] = true
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pass
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climate_death_timer = 0
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pass
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#如果作物已死亡!
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if lot["is_dead"] == true:
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print("["+farm_lots[i]["crop_type"]+"]"+"已死亡!")
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label.modulate = Color.NAVY_BLUE
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label.text = "["+farm_lots[i]["crop_type"]+"已死亡"+"]"
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pass
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#否者作物正常生长
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else:
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#label.text = lot["crop_type"] + " (" + str(int(lot["grow_time"])) + "/" + str(int(lot["max_grow_time"])) + ")"
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var crop_name = lot["crop_type"]
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label.text = "["+can_planted_crop[crop_name]["品质"]+"-"+lot["crop_type"]+"]"
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#根据品质显示颜色
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if(can_planted_crop[crop_name]["品质"]=="普通"):
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label.modulate = Color.GAINSBORO
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pass
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elif (can_planted_crop[crop_name]["品质"]=="优良"):
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label.modulate = Color.DODGER_BLUE
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pass
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elif (can_planted_crop[crop_name]["品质"]=="稀有"):
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label.modulate = Color.PURPLE
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pass
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elif (can_planted_crop[crop_name]["品质"]=="史诗"):
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label.modulate = Color.YELLOW
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pass
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elif (can_planted_crop[crop_name]["品质"]=="传奇"):
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label.modulate = Color.ORANGE_RED
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pass
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progressbar.show()
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progressbar.max_value = int(lot["max_grow_time"])
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progressbar.set_target_value( int(lot["grow_time"]) )
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#if is_blink_on:
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#label.modulate = Color.YELLOW
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#else:
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#label.modulate = Color.ORANGE
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pass
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pass
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else:
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#土地开垦后没有作物则显示为空地
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label.modulate =Color.GREEN
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label.text = "["+"空地"+"]"
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progressbar.hide()
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#label.modulate = Color.WHITE
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pass
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pass
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else :
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#土地没有开垦则显示未开垦
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label.modulate =Color.WEB_GRAY
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label.text = "["+"未开垦"+"]"
|
||
progressbar.hide()
|
||
#label.modulate = Color.WHITE
|
||
pass
|
||
|
||
# 设置最小尺寸
|
||
#button.custom_minimum_size = Vector2(100, 100)
|
||
|
||
|
||
|
||
button.connect("pressed", Callable(self, "_on_item_selected").bind(i))
|
||
grid_container.add_child(button)
|
||
|
||
# 更新玩家信息显示
|
||
func _update_ui():
|
||
show_money.text = "当前金钱:" + str(money) + " 元"
|
||
show_money.modulate = Color.ORANGE
|
||
show_experience.text = "当前经验:" + str(experience) + " 点"
|
||
show_experience.modulate = Color.GREEN
|
||
show_level.text = "当前等级:" + str(level) + " 级"
|
||
show_level.modulate = Color.DODGER_BLUE
|
||
|
||
# 处理地块点击事件
|
||
func _on_item_selected(index):
|
||
var lot = farm_lots[index]
|
||
if lot["is_diged"]:
|
||
if lot["is_planted"]:
|
||
if lot["is_dead"]:
|
||
print(lot["crop_type"]+"已被铲除")
|
||
root_out_crop(index)
|
||
#label.modulate = Color.NAVY_BLUE
|
||
#label.text = "["+lot["crop_type"]+"已死亡"+"]"
|
||
pass
|
||
else:
|
||
_harvest_crop(index)
|
||
pass
|
||
pass
|
||
else:
|
||
# 记录选中的地块索引,显示作物选择列表
|
||
selected_lot_index = index
|
||
double_click_close(crop_grid_container)
|
||
pass
|
||
pass
|
||
else :
|
||
double_click_close(land_panel)
|
||
dig_index = index
|
||
|
||
pass
|
||
|
||
|
||
func double_click_close(node):
|
||
if node.visible == false:
|
||
node.show()
|
||
pass
|
||
else :
|
||
node.hide()
|
||
pass
|
||
pass
|
||
|
||
# 处理作物选择事件
|
||
func _on_crop_selected(crop_index):
|
||
print(crop_index)
|
||
#var crop_name = crop_list.get_item_text(crop_index).split(" (")[0]
|
||
var crop_name = crop_index
|
||
|
||
if selected_lot_index != -1:
|
||
_plant_crop(selected_lot_index, crop_name)
|
||
selected_lot_index = -1
|
||
|
||
#crop_list.hide() # 种植完成后隐藏作物选择列表
|
||
crop_grid_container.hide()
|
||
|
||
# 种植作物
|
||
func _plant_crop(index, crop_name):
|
||
var crop = can_planted_crop[crop_name]
|
||
if money < crop["花费"]:
|
||
print("金钱不足,无法种植 " + crop_name)
|
||
toast.Toast("金钱不足,无法种植 " + crop_name, Color.RED)
|
||
return
|
||
|
||
money -= crop["花费"]
|
||
farm_lots[index]["is_planted"] = true
|
||
farm_lots[index]["crop_type"] = crop_name
|
||
farm_lots[index]["grow_time"] = 0
|
||
farm_lots[index]["max_grow_time"] = crop["生长时间"]
|
||
|
||
print("在地块[[" + str(index) + "]种植了[" + crop_name + "]")
|
||
toast.Toast("在地块[[" + str(index) + "]种植了[" + crop_name + "]", Color.GREEN)
|
||
toast2.Toast(
|
||
"名称:"+crop_name+"\n"+
|
||
"花费:"+str(crop["花费"])+"\n"+
|
||
"成熟时间:"+str(crop["生长时间"])+"\n"+
|
||
"收益:"+str(crop["收益"])+"\n"+
|
||
"品质:"+str(crop["品质"])+"\n"+
|
||
"描述:"+str(crop["描述"])+"\n"+
|
||
"耐候性:"+str(crop["耐候性"])+"\n"+
|
||
"种植等级:"+str(crop["等级"])+"\n"+
|
||
"获得经验:"+str(crop["经验"])+"\n"
|
||
, Color.ORANGE)
|
||
|
||
_update_ui()
|
||
_update_farm_lots()
|
||
|
||
#OS
|
||
|
||
# 收获作物
|
||
func _harvest_crop(index):
|
||
var lot = farm_lots[index]
|
||
if lot["grow_time"] >= lot["max_grow_time"]:
|
||
var crop = can_planted_crop[lot["crop_type"]]
|
||
money += crop["收益"]+crop["花费"]
|
||
experience += crop["经验"]
|
||
toast.Toast("从地块[" + str(index) + "]收获了[" + lot["crop_type"] + "]作物", Color.YELLOW)
|
||
print("从地块[" + str(index) + "]收获了[" + lot["crop_type"] + "]作物")
|
||
|
||
lot["is_planted"] = false
|
||
lot["crop_type"] = ""
|
||
lot["grow_time"] = 0
|
||
|
||
_check_level_up()
|
||
_update_ui()
|
||
_update_farm_lots()
|
||
else:
|
||
print("作物还未成熟")
|
||
toast.Toast("作物还未成熟", Color.RED)
|
||
|
||
func root_out_crop(index):
|
||
var lot = farm_lots[index]
|
||
lot["is_planted"] = false
|
||
lot["grow_time"] = 0
|
||
toast.Toast("从地块[" + str(index) + "]铲除了[" + lot["crop_type"] + "]作物", Color.YELLOW)
|
||
lot["crop_type"] = ""
|
||
_check_level_up()
|
||
_update_ui()
|
||
_update_farm_lots()
|
||
pass
|
||
|
||
# 检查玩家是否可以升级
|
||
func _check_level_up():
|
||
var level_up_experience = 100 * level
|
||
if experience >= level_up_experience:
|
||
level += 1
|
||
experience -= level_up_experience
|
||
print("恭喜!你升到了等级 ", level)
|
||
toast.Toast("恭喜!你升到了" + str(level) + "级 ", Color.SKY_BLUE)
|
||
_init_crop_list2()
|
||
|
||
# 使用 _process 实现作物生长机制
|
||
var update_timer: float = 0.0
|
||
var update_interval: float = 0.5
|
||
|
||
func _physics_process(delta):
|
||
update_timer += delta
|
||
|
||
#当作物成熟后(一个一秒钟计时器)
|
||
if update_timer >= update_interval:
|
||
tip.text = "游戏自动保存剩余【"+str(save_time)+"】秒"
|
||
save_time -= 1
|
||
if save_time < 0:
|
||
_save_game()
|
||
save_time = 10
|
||
pass
|
||
|
||
for i in range(len(farm_lots)):
|
||
var lot = farm_lots[i]
|
||
if lot["is_planted"]:
|
||
lot["grow_time"] += grow_speed * update_interval
|
||
if lot["grow_time"] >= lot["max_grow_time"]:
|
||
lot["grow_time"] = lot["max_grow_time"]
|
||
|
||
blink_counter += blink_speed * update_interval
|
||
is_blink_on = int(blink_counter) % 2 == 0
|
||
else:
|
||
is_blink_on = false
|
||
blink_counter = 0.0
|
||
|
||
#_update_farm_lots() # 更新地块信息
|
||
update_timer = 0.0 # 重置计时器
|
||
|
||
|
||
func _on_dig_button_pressed():
|
||
if money < dig_money:
|
||
print("金钱不足,无法开垦" )
|
||
toast.Toast("金钱不足,无法开垦", Color.RED)
|
||
else:
|
||
money -= dig_money
|
||
farm_lots[dig_index]["is_diged"] = true
|
||
land_panel.hide()
|
||
_update_ui()
|
||
_update_farm_lots()
|
||
pass
|
||
|
||
|
||
|
||
# 保存游戏数据
|
||
func _save_game():
|
||
# 创建一个字典来保存游戏状态
|
||
var save_data = {
|
||
"money": money,
|
||
"experience": experience,
|
||
"level": level,
|
||
"farm_lots": farm_lots
|
||
}
|
||
write_txt_file(game_path, str(save_data), false)
|
||
# 将字典写入文件
|
||
|
||
|
||
# 加载游戏数据
|
||
func _load_game():
|
||
pass
|
||
## 读取字典
|
||
#var save_data = JSON.parse_string(read_txt_file(game_path))
|
||
##print(read_json_file("C:/Users/shumengya/Desktop/smyfarm/save.txt"))
|
||
#
|
||
#money = save_data["money"]
|
||
#experience = save_data["experience"]
|
||
#level = save_data["level"]
|
||
#farm_lots = save_data["farm_lots"]
|
||
##file.close()
|
||
#toast.Toast("游戏已加载!", Color.GREEN)
|
||
#_update_ui()
|
||
#_update_farm_lots()
|
||
#_init_crop_list2()
|
||
|
||
# 添加按键触发保存和加载的功能
|
||
func _input(event):
|
||
if event.is_action_pressed("ui_save"): # 需要在输入设置中定义这个动作
|
||
_save_game()
|
||
elif event.is_action_pressed("ui_load"): # 需要在输入设置中定义这个动作
|
||
_load_game()
|
||
|
||
# 写入 TXT 文件
|
||
func write_txt_file(file_path: String, text: String, append: bool = false) -> void:
|
||
var file
|
||
if append == true:
|
||
file = FileAccess.open(file_path, FileAccess.READ_WRITE) # 追加模式
|
||
if file:
|
||
file.seek_end() # 移动光标到文件末尾
|
||
else:
|
||
file = FileAccess.open(file_path, FileAccess.WRITE) # 覆盖模式
|
||
if file:
|
||
file.store_string(text)
|
||
file.close()
|
||
toast.Toast("游戏已保存!", Color.GREEN)
|
||
else:
|
||
print("写入文件时打开失败: ", file_path)
|
||
toast.Toast("写入文件时打开失败!", Color.RED)
|
||
|
||
# 读取 TXT 文件
|
||
func read_txt_file(file_path: String) -> String:
|
||
var file = FileAccess.open(file_path, FileAccess.READ)
|
||
if file:
|
||
var text = file.get_as_text()
|
||
file.close()
|
||
return text
|
||
else:
|
||
print("打开文件失败: ", file_path)
|
||
return ""
|
||
|
||
|
||
func random_probability(probability: float) -> bool:
|
||
# 确保传入的概率值在 0 到 1 之间
|
||
if probability*0.001 < 0.0 or probability*0.001 > 1.0:
|
||
print("概率值必须在 0 和 1 之间")
|
||
return false
|
||
|
||
# 生成一个 0 到 1 之间的随机数
|
||
var random_value = randf()
|
||
|
||
# 如果随机数小于等于概率值,则返回 true
|
||
return random_value <= (probability*0.001)
|
||
|
||
|
||
#这里处理登录逻辑,如果用户没有账号,直接注册一个新的json文件
|
||
func _on_login_button_pressed():
|
||
var user_name = username_input.text
|
||
var user_password = password_input.text
|
||
if(username_input == " " or password_input == " "):
|
||
print("用户名或密码不能为空!")
|
||
pass
|
||
else :
|
||
#这里处理登录逻辑
|
||
pass
|
||
pass
|
||
|
||
|
||
# 在线程中执行的函数
|
||
func _thread_update_farm_lots(data):
|
||
while true:
|
||
_update_farm_lots() # 更新地块信息
|
||
|
||
|
||
|
||
# 控制更新频率
|
||
OS.delay_msec(1000)
|