monsterfangen/globals/save_game.gd

70 lines
2.4 KiB
GDScript

extends Node
# save_game.gd - Responsible for saving and loading the game using a SaveData resource
const SAVE_GAME_PATH := "user://savegame.save"
const VERSION: int = 1
func save() -> void:
var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.WRITE)
# Save the meta data like save game version and timestamps
var meta_data = {
"meta": {
"version" : VERSION,
"timestamp" : Time.get_datetime_string_from_system()
}
}
var meta_json_string = JSON.stringify(meta_data)
save_file.store_line(meta_json_string)
# Save the player node's position
var player = get_tree().get_root().find_child("Player", true, false)
var player_node_data = player.save()
var player_json = JSON.stringify(player_node_data)
save_file.store_line(player_json)
# Save all other stuff from the SaveData
var save_data = SaveData.call("save")
var json_string = JSON.stringify(save_data)
save_file.store_line(json_string)
func load() -> void:
if not FileAccess.file_exists(SAVE_GAME_PATH):
print("No save file exists.")
return
# NEXT STEP: How to load correctly and in which order?
# first the current world, then the player and their position and then the inventory?
# Load the save file line by line and process the dictionary to restore
# the object it represents
var save_file = FileAccess.open(SAVE_GAME_PATH, FileAccess.READ)
while save_file.get_position() < save_file.get_length():
var json_string = save_file.get_line()
# Creates the helper class to interact with JSON
var json = JSON.new()
# Check if there is any error while parsing the JSON string, skip in case of failure
var parse_result = json.parse(json_string)
if not parse_result == OK:
print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line", json.get_error_line())
continue
# Get the data from the JSON object
var node_data = json.get_data()
if node_data.has("meta"):
print("Meta data ignored.")
# handle the player data (name, money, etc.)
if node_data.has("player_data"):
var world_to_load = load(node_data["player_data"].world)
var instance = world_to_load.instantiate()
instance.add_child(load("res://scenes/player/player.tscn").instantiate())
var level_container = get_tree().get_root().find_child("CurrentLevel", true, false)
level_container.add_child(instance)
func savegame_exists() -> bool:
return FileAccess.file_exists(SAVE_GAME_PATH)