Update READMEs

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2026-04-15 18:40:59 +02:00
parent 5284911ace
commit 2bc81a73fd
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@@ -41,21 +41,17 @@ icon = ExtResource("uid://...")
### Accessing Currencies
Currencies are defined in a `CurrencyCatalogue` resource that holds an array of `Currency` resources.
```gdscript
# Get all known currencies
var currencies: Array[Currency] = CurrencyDatabase.get_known_currencies()
# Get all known currency IDs from the catalogue
var ids: Array[StringName] = currency_catalogue.get_all_ids()
# Get currency by ID
var gold: Currency = CurrencyDatabase.get_currency_resource(&"gold")
# Check if currency exists
var is_valid: bool = CurrencyDatabase.is_known_currency_id(&"gems")
# Get display name
var name: String = CurrencyDatabase.get_currency_name(&"gold")
# Get currency resource by ID
var gold: Currency = currency_catalogue.get_currency_by_id(&"gold")
```
## Integration with GameState
## Integration with LevelGameState
Currencies are tracked in three ways:
1. **current**: Current balance (resets on prestige)
@@ -64,21 +60,52 @@ Currencies are tracked in three ways:
```gdscript
# Add currency
GameState.add_currency(gold_resource, BigNumber.new(100.0, 0))
level_game_state.add_currency(gold_resource, BigNumber.new(100.0, 0))
# Add by ID
level_game_state.add_currency_by_id(&"gold", BigNumber.new(100.0, 0))
# Get balance
var balance: BigNumber = GameState.get_currency_amount_by_id(&"gold")
var balance: BigNumber = level_game_state.get_currency_amount_by_id(&"gold")
# Spend currency (returns false if insufficient)
var success: bool = GameState.spend_currency_by_id(&"gold", BigNumber.new(50.0, 0))
var success: bool = level_game_state.spend_currency_by_id(&"gold", BigNumber.new(50.0, 0))
# Check if currency exists
var is_valid: bool = level_game_state.is_known_currency_id(&"gems")
# Get currency resource
var gold: Currency = level_game_state.get_currency_resource(&"gold")
# Get display name
var name: String = level_game_state.get_currency_name(&"gold")
```
## Auto-Discovery
## CurrencyCatalogue Class
`CurrencyDatabase` automatically scans `res://sandbox/currencies/` for `.tres` and `.res` files on startup.
```gdscript
class_name CurrencyCatalogue
extends Resource
@export var currencies: Array[Currency] = []
func get_currency_by_id(id: StringName) -> Currency
func get_all_ids() -> Array[StringName]
```
The `CurrencyCatalogue` is a resource that holds all defined currencies and is assigned to `LevelGameState` via the `currency_catalogue` export variable.
## Signals
`LevelGameState` emits `currency_changed(currency_id: StringName, new_amount: BigNumber)` whenever a currency balance changes.
## See Also
- `core/game_state.gd` - Currency state management
- `core/level_game_state.gd` - Currency state management
- `core/big_number.gd` - Large number handling
- `generator/currency_generator_data.gd` - Generator purchase currency
- `core/currency/currency_catalogue.gd` - Currency catalogue resource
- `core/generator/currency_generator_data.gd` - Generator purchase currency
</content>
<parameter=filePath>
/home/mikymod/work/jmp/idle/core/currency/README.md