taqin/src/Main.gd

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GDScript
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extends Control
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onready var taquin = $HSplitContainer/Taquin
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func _ready():
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load_game()
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print("Starting state: ", taquin.current_state_name())
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func _notification(what):
if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
save_game()
get_tree().quit() # default behavior
# https://docs.godotengine.org/en/3.2/tutorials/io/saving_games.html
func save_game():
var save_game = File.new()
save_game.open("user://savegame.save", File.WRITE)
var save_nodes = get_tree().get_nodes_in_group("Persist")
for node in save_nodes:
# Check the node has a save function
if !node.has_method("save"):
print("persistent node '%s' is missing a save() function, skipped" % node.name)
continue
# Call the node's save function
var node_data = node.call("save")
# Augment data with origin
node_data["path"] = node.get_path()
# Store the save dictionary as a new line in the save file
save_game.store_line(to_json(node_data))
save_game.close()
func load_game():
var save_game = File.new()
if not save_game.file_exists("user://savegame.save"):
return # Error! We don't have a save to load.
# Load the file line by line and process that dictionary to restore
# the object it represents.
save_game.open("user://savegame.save", File.READ)
while save_game.get_position() < save_game.get_len():
# Get the saved dictionary from the next line in the save file
var node_data = parse_json(save_game.get_line())
# Call the node's save function
var node = get_node(node_data["path"])
node.call("load", node_data)
save_game.close()
#
# Signals
#
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func _on_Taquin_state_changed(previous, new):
print("Taquin state: ", Taquin.State.keys()[previous], " -> ", Taquin.State.keys()[new])
match new:
Taquin.State.WINNING:
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print("Solved!")
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Taquin.State.GAME_OVER:
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pass
func _on_New_game_pressed():
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$NewGamePanel.popup_centered_ratio($NewGamePanel.window_scale_factor)
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func _on_NewGamePanel_about_to_show():
$HSplitContainer/Taquin.set_process_input(false)
func _on_NewGamePanel_popup_hide():
$HSplitContainer/Taquin.set_process_input(true)