Use a single currency changed signal

This commit is contained in:
Michele Rossi
2026-03-14 09:22:52 +01:00
parent 23d1a79a9a
commit 1322903637
4 changed files with 23 additions and 23 deletions

View File

@@ -21,16 +21,17 @@ func set_limits(start: BigNumber, end: BigNumber) -> void:
_progress_bar.max_value = _end.get_ratio(_start)
func _ready() -> void:
GameState.currency_changed.connect(_on_currency_changed)
match currency:
GameState.CurrencyType.gold:
GameState.gold_changed.connect(_on_currency_changed)
_current = GameState.gold
GameState.CurrencyType.gems:
GameState.gems_changed.connect(_on_currency_changed)
_current = GameState.gems
set_limits(_current, _current.add(BigNumber.new(1, 1)))
func _on_currency_changed(currency: BigNumber) -> void:
_current = currency
_progress_bar.value = currency.get_ratio(_end)
func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
if changed_currency != currency:
return
_current = amount
_progress_bar.value = amount.get_ratio(_end)

View File

@@ -10,14 +10,17 @@ extends HBoxContainer
func _ready() -> void:
_label.text = data.name
GameState.currency_changed.connect(_on_currency_changed)
match currency:
GameState.CurrencyType.gold:
GameState.gold_changed.connect(_on_currency_changed)
_on_currency_changed(currency, GameState.gold)
GameState.CurrencyType.gems:
GameState.gems_changed.connect(_on_currency_changed)
_on_currency_changed(currency, GameState.gems)
func _on_currency_changed(currency: BigNumber) -> void:
_currency_label.text = currency.to_string_suffix(2)
func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
if changed_currency != currency:
return
_currency_label.text = amount.to_string_suffix(2)
func _on_debug_income_button_pressed() -> void:
GameState.add_gold(BigNumber.from_float(100))

View File

@@ -4,8 +4,7 @@ extends Node
# ==========================================
# SIGNALS
# ==========================================
signal gold_changed(new_amount: BigNumber)
signal gems_changed(new_amount: BigNumber)
signal currency_changed(currency_type: CurrencyType, new_amount: BigNumber)
signal generator_state_changed(generator_id: StringName, state: Dictionary)
enum CurrencyType { gold, gems }
@@ -34,25 +33,25 @@ func _ready() -> void:
# ==========================================
func add_gold(amount: BigNumber) -> void:
gold.add_in_place(amount)
gold_changed.emit(gold)
currency_changed.emit(CurrencyType.gold, gold)
func spend_gold(cost: BigNumber) -> bool:
if gold.is_greater_than(cost) or gold.is_equal_to(cost):
var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent)
gold.add_in_place(negative_cost)
gold_changed.emit(gold)
currency_changed.emit(CurrencyType.gold, gold)
return true
return false
func add_gems(amount: BigNumber) -> void:
gems.add_in_place(amount)
gems_changed.emit(gems)
currency_changed.emit(CurrencyType.gems, gems)
func spend_gems(cost: BigNumber) -> bool:
if gems.is_greater_than(cost) or gems.is_equal_to(cost):
var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent)
gems.add_in_place(negative_cost)
gems_changed.emit(gems)
currency_changed.emit(CurrencyType.gems, gems)
return true
return false

View File

@@ -13,12 +13,7 @@ func _ready() -> void:
_generator.purchase_completed.connect(_on_generator_updated)
_generator.production_tick.connect(_on_generator_updated)
_generator.purchase_failed.connect(_on_generator_updated)
match _generator.currency:
GameState.CurrencyType.gold:
GameState.gold_changed.connect(_on_currency_changed)
GameState.CurrencyType.gems:
GameState.gems_changed.connect(_on_currency_changed)
GameState.currency_changed.connect(_on_currency_changed)
GameState.generator_state_changed.connect(_on_generator_state_changed)
@@ -37,7 +32,9 @@ func _on_debug_income_pressed() -> void:
_generator.grant_currency(BigNumber.from_float(100.0))
_refresh_generator_ui()
func _on_currency_changed(_new_value: BigNumber) -> void:
func _on_currency_changed(changed_currency: GameState.CurrencyType, _new_value: BigNumber) -> void:
if changed_currency != _generator.currency:
return
_refresh_generator_ui()
func _on_generator_updated(_a = null, _b = null, _c = null, _d = null) -> void: