save/load current game

master
Fabien Freling 2020-05-20 18:06:35 +02:00
parent a44ec0a41b
commit 0c905be6fc
3 changed files with 131 additions and 22 deletions

View File

@ -3,8 +3,56 @@ extends Control
onready var taquin = $HSplitContainer/Taquin
func _ready():
load_game()
print("Starting state: ", taquin.current_state_name())
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
#
func _on_Taquin_state_changed(previous, new):
print("Taquin state: ", Taquin.State.keys()[previous], " -> ", Taquin.State.keys()[new])
match new:

View File

@ -34,7 +34,9 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Taquin" parent="HSplitContainer" instance=ExtResource( 2 )]
[node name="Taquin" parent="HSplitContainer" groups=[
"Persist",
] instance=ExtResource( 2 )]
margin_right = 540.0
margin_bottom = 560.0
rows = 4

View File

@ -75,27 +75,12 @@ func _ready() -> void:
padding = compute_padding(piece_size)
print("piece size: ", piece_size)
print("padding: ", padding)
for c in range(columns):
var pieces_row: Array = []
for r in range(rows):
var piece = Piece.instance()
piece.size = piece_size
piece.position = position_for_index(Vector2(c, r), piece.size)
piece.order = 1 + c + r * columns
piece.taquin_index = Vector2(c, r)
piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
if r == rows - 1 && c == columns - 1:
piece.visible = false
missing_piece = piece
$Background.add_child(piece)
pieces_row.append(piece)
pieces.append(pieces_row)
var pieces_order: Array = []
for order in range(1, rows * columns + 1):
pieces_order.append(order)
var hidden_piece = rows * columns # Last piece is hidden
init(pieces_order, hidden_piece)
shuffle(difficulty)
@ -326,6 +311,80 @@ func transition_to(state):
$Timer.stop()
emit_signal("state_changed", previous_state, current_state)
func save() -> Dictionary:
var serialized_pieces = []
for c in range(columns):
for r in range(rows):
var piece: Piece = pieces[c][r]
serialized_pieces.append(piece.order)
return {
"rows": rows,
"columns": columns,
"pieces": serialized_pieces,
"hidden_piece": serialized_pieces.size(),
}
func load(saved_state) -> void:
if not saved_state.has_all(["rows", "columns", "pieces", "hidden_piece"]):
return
rows = saved_state["rows"]
columns = saved_state["columns"]
init(saved_state["pieces"], saved_state["hidden_piece"])
func init(pieces_order: Array, hidden_piece: int) -> void:
var piece_size: int = compute_piece_size()
padding = compute_padding(piece_size)
print("piece size: ", piece_size)
print("padding: ", padding)
if pieces.size() > 0:
for c in range(columns):
for r in range(rows):
var piece: Piece = pieces[c][r]
$Background.remove_child(piece)
piece.queue_free()
pieces.clear()
for c in range(columns):
var pieces_row: Array = []
for r in range(rows):
var piece = Piece.instance()
# Uniforms
piece.size = piece_size
piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
# order start from top-left (1) and iterate over every row
# eg. 1 2 3
# 4 5 6
# 7 8 9
piece.order = pieces_order[r + c * rows]
print("piece at ", c, ", ", r, " -> order: ", piece.order)
# place inside the taquin as indices (i, j)
piece.taquin_index = Vector2(c, r)
# place inside the taquin as coordinates (x, y)
piece.position = position_for_index(piece.taquin_index, piece.size)
# position inside the original taquin as normalized coordinates (x, y) (domain: [0, 1])
# used for offsetting the texture on pieces
var original_index = Vector2((piece.order - 1) % columns, (piece.order - 1) / columns)
var original_position = position_for_index(original_index, piece.size)
piece.taquin_position = Vector2(float(original_position.x) / width, float(original_position.y) / height)
if piece.order == hidden_piece:
piece.visible = false
missing_piece = piece
$Background.add_child(piece)
pieces_row.append(piece)
pieces.append(pieces_row)
shuffle(difficulty)
#
# Signals
#
func _on_Timer_timeout():
transition_to(State.GAME_OVER)