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-rw-r--r--top.gd41
1 files changed, 26 insertions, 15 deletions
diff --git a/top.gd b/top.gd
index 36abbcc..fd96dff 100644
--- a/top.gd
+++ b/top.gd
@@ -1,29 +1,22 @@
class_name Top
extends Node2D
-@export var initial_room: PackedScene
+const ROOM_MAIN_MENU: String = "res://room_main_menu.tscn"
+const ROOM_NEW_GAME: String = "res://room_test1.tscn"
var active_room_name: String
-var save_state_path = "user://save_state.cfg"
-var save_state = ConfigFile.new()
func _ready() -> void:
+ print("data_dir: \"%s\"" % OS.get_user_data_dir())
$Map.hide_map()
get_tree().call_group("ui_movement", "set_visible", false)
get_tree().call_group("ui_menu", "set_visible", false)
- var room = initial_room.instantiate()
+ var room = preload(ROOM_MAIN_MENU).instantiate()
active_room_name = room.name
room.name = "ActiveRoom"
room.process_mode = Node.PROCESS_MODE_PAUSABLE
add_child(room)
-
- # Testing
- save_state.load(save_state_path)
- print("loaded test_item: ", save_state.get_value("items", "test_item"))
- save_state.set_value("items", "test_item", true)
- save_state.save(save_state_path)
- print(OS.get_data_dir())
func _process(_delta: float):
if Input.is_action_just_pressed("menu"):
@@ -32,9 +25,6 @@ func _process(_delta: float):
elif active_room_name != "MainMenu":
open_pause_menu()
-func save():
- save_state.save("user://save_state.cfg")
-
func replace_active_room(new_room: Node, on_changed: Callable):
var current_room = get_node("ActiveRoom")
remove_child(current_room)
@@ -63,4 +53,25 @@ func open_pause_menu():
func close_pause_menu():
get_tree().paused = false
$Map.hide_map()
-
+
+# Save state logic
+
+@onready var save_state: ConfigFile = ConfigFile.new()
+const SAVE_PATH = "user://save_state.cfg"
+const SAVE_SECTION = "save"
+const SAVE_ACTIVE_ROOM_PATH = "ACTIVE_ROOM_PATH"
+const SAVE_LAST_DOOR_NAME = "LAST_DOOR_NAME"
+
+func game_set(k: String, v: Variant):
+ save_state.set_value(SAVE_SECTION, k, v)
+
+func game_save():
+ save_state.save(SAVE_PATH)
+
+func game_load():
+ save_state.load(SAVE_PATH)
+ $TransitionManager.room_transition(
+ null,
+ save_state.get_value(SAVE_SECTION, SAVE_ACTIVE_ROOM_PATH, ROOM_NEW_GAME),
+ save_state.get_value(SAVE_SECTION, SAVE_LAST_DOOR_NAME)
+ )