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class_name Top
extends Node2D
const ROOM_MAIN_MENU: String = "res://rooms/main_menu.tscn"
const ROOM_NEW_GAME: String = "res://rooms/surface1.tscn"
const DOOR_NEW_GAME: String = "DoorEntry"
var active_room_name: String
var pause_menu: PauseMenu
var inventory: Inventory
func _ready() -> void:
if not OS.is_debug_build():
$DebugInfo.queue_free()
print("data_dir: \"%s\"" % OS.get_user_data_dir())
pause_menu = $PauseMenu
remove_child.call_deferred(pause_menu)
get_tree().call_group("ui_movement", "set_visible", false)
get_tree().call_group("ui_menu", "set_visible", false)
get_tree().call_group("ui_action", "set_visible", false)
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)
func _process(_delta: float):
if Input.is_action_just_pressed("menu"):
toggle_pause()
func replace_active_room(new_room: Node, on_changed: Callable):
var current_room = get_node("ActiveRoom")
remove_child(current_room)
current_room.queue_free()
var show_touchscreen_ui = (new_room.name != "MainMenu")
get_tree().call_group("ui_movement", "set_visible", show_touchscreen_ui)
get_tree().call_group("ui_menu", "set_visible", show_touchscreen_ui)
get_tree().call_group("ui_action", "set_visible", show_touchscreen_ui)
active_room_name = new_room.name
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_transition_player() -> TransitionPlayer:
return $TransitionPlayer
func toggle_pause():
if pause_menu.is_inside_tree():
remove_child.call_deferred(pause_menu)
else:
add_child.call_deferred(pause_menu)
# 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"
const SAVE_GOT_ZOOP = "GOT_ZOOP"
const SAVE_GOT_HANG = "GOT_HANG"
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)
var save_active_room_path = save_state.get_value(SAVE_SECTION, SAVE_ACTIVE_ROOM_PATH, ROOM_NEW_GAME)
var save_last_door_name = save_state.get_value(SAVE_SECTION, SAVE_LAST_DOOR_NAME, DOOR_NEW_GAME)
inventory = Inventory.new()
inventory.hanging = save_state.get_value(SAVE_SECTION, SAVE_GOT_HANG, false)
inventory.zoop = save_state.get_value(SAVE_SECTION, SAVE_GOT_ZOOP, false)
$TransitionPlayer.room_transition(null, save_active_room_path, save_last_door_name)
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