changes UI to a global singleton
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16 changed files with 371 additions and 119 deletions
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@ -4,9 +4,6 @@ extends Node
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const SAVE_GAME_PATH := "user://savegame.save"
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const VERSION: int = 1
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# List all the nodes and resouces to save
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var save_data: Resource = SaveData.new()
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func save() -> void:
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var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.WRITE)
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@ -19,25 +16,25 @@ func save() -> void:
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}
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var meta_json_string = JSON.stringify(meta_data)
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save_file.store_line(meta_json_string)
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# Save the player node's position
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var player = get_tree().get_root().find_child("Player", true, false)
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var player_node_data = player.save()
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var player_json = JSON.stringify(player_node_data)
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save_file.store_line(player_json)
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# for now, only save the savedata resource from above
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if !save_data.has_method("save"):
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print("Resource '%s' is missing a save() function, skipped" %save_data.resource_name)
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return
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# Call the node's / resource's save function
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var node_data = save_data.call("save")
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# Serialize the JSON string
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var json_string = JSON.stringify(node_data)
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# Store the save dictionary as a new line in the save file
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# Save all other stuff from the SaveData
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var save_data = SaveData.call("save")
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var json_string = JSON.stringify(save_data)
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save_file.store_line(json_string)
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func load() -> void:
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if not FileAccess.file_exists(SAVE_GAME_PATH):
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print("No save file exists.")
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return
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# NEXT STEP: How to load correctly and in which order?
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# first the current world, then the player and their position and then the inventory?
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# Load the save file line by line and process the dictionary to restore
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# the object it represents
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@ -57,17 +54,17 @@ func load() -> void:
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# Get the data from the JSON object
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var node_data = json.get_data()
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if node_data.has("meta"):
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print("Meta data ignored.")
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# handle the player data (name, money, etc.)
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if node_data.has("player_data"):
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print("save_game.gd: ", node_data)
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# Firstly, we need to create the object and add it to the tree and set its position.
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#var new_object = load(node_data["filename"]).instantiate()
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#get_node(node_data["parent"]).add_child(new_object)
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#new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
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var world_to_load = load(node_data["player_data"].world)
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var instance = world_to_load.instantiate()
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instance.add_child(load("res://scenes/player/player.tscn").instantiate())
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var level_container = get_tree().get_root().find_child("CurrentLevel", true, false)
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level_container.add_child(instance)
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# Now we set the remaining variables.
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#for i in node_data.keys():
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# if i == "filename" or i == "parent" or i == "pos_x" or i == "pos_y":
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# continue
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# new_object.set(i, node_data[i])
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func savegame_exists() -> bool:
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return FileAccess.file_exists(SAVE_GAME_PATH)
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