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class_name Top
extends Node2D
@export var initial_room: PackedScene
var save_state_path = "user://save_state.cfg"
var save_state = ConfigFile.new()
func _ready() -> void:
var room = initial_room.instantiate()
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 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)
current_room.queue_free()
new_room.name = "ActiveRoom"
new_room.connect("tree_entered", on_changed)
new_room.process_mode = Node.PROCESS_MODE_PAUSABLE
add_child(new_room)
func get_map() -> Map:
return $Map
func get_transition_manager() -> TransitionManager:
return $TransitionManager
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