save/load current game
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					 3 changed files with 131 additions and 22 deletions
				
			
		
							
								
								
									
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								src/Main.gd
									
										
									
									
									
								
							
							
						
						
									
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								src/Main.gd
									
										
									
									
									
								
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			@ -3,8 +3,56 @@ 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):
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	if what == MainLoop.NOTIFICATION_WM_QUIT_REQUEST:
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		save_game()
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		get_tree().quit() # default behavior
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# https://docs.godotengine.org/en/3.2/tutorials/io/saving_games.html
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func save_game():
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	var save_game = File.new()
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	save_game.open("user://savegame.save", File.WRITE)
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	var save_nodes = get_tree().get_nodes_in_group("Persist")
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	for node in save_nodes:
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		# Check the node has a save function
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		if !node.has_method("save"):
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			print("persistent node '%s' is missing a save() function, skipped" % node.name)
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			continue
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		# Call the node's save function
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		var node_data = node.call("save")
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		# Augment data with origin
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		node_data["path"] = node.get_path()
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		# Store the save dictionary as a new line in the save file
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		save_game.store_line(to_json(node_data))
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	save_game.close()
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func load_game():
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	var save_game = File.new()
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	if not save_game.file_exists("user://savegame.save"):
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		return # Error! We don't have a save to load.
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	# Load the file line by line and process that dictionary to restore
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	# the object it represents.
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	save_game.open("user://savegame.save", File.READ)
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	while save_game.get_position() < save_game.get_len():
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		# Get the saved dictionary from the next line in the save file
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		var node_data = parse_json(save_game.get_line())
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		# Call the node's save function
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		var node = get_node(node_data["path"])
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		node.call("load", node_data)
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	save_game.close()
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#
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# Signals
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#
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func _on_Taquin_state_changed(previous, new):
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	print("Taquin state: ", Taquin.State.keys()[previous], " -> ", Taquin.State.keys()[new])
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	match new:
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			@ -34,7 +34,9 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Taquin" parent="HSplitContainer" instance=ExtResource( 2 )]
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[node name="Taquin" parent="HSplitContainer" groups=[
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"Persist",
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] instance=ExtResource( 2 )]
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margin_right = 540.0
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margin_bottom = 560.0
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rows = 4
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			@ -75,27 +75,12 @@ func _ready() -> void:
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	padding = compute_padding(piece_size)
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	print("piece size: ", piece_size)
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	print("padding: ", padding)
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	var pieces_order: Array = []
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	for order in range(1, rows * columns + 1):
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		pieces_order.append(order)
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	var hidden_piece = rows * columns # Last piece is hidden
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	for c in range(columns):
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		var pieces_row: Array = []
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		for r in range(rows):
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			var piece = Piece.instance()
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			piece.size = piece_size
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			piece.position = position_for_index(Vector2(c, r), piece.size)
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			piece.order = 1 + c + r * columns
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			piece.taquin_index = Vector2(c, r)
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			piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
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			piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
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			if r == rows - 1 && c == columns - 1:
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				piece.visible = false
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				missing_piece = piece
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			$Background.add_child(piece)
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			pieces_row.append(piece)
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		pieces.append(pieces_row)
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	init(pieces_order, hidden_piece)
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	shuffle(difficulty)
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			@ -326,6 +311,80 @@ func transition_to(state):
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			$Timer.stop()
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	emit_signal("state_changed", previous_state, current_state)
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func save() -> Dictionary:
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	var serialized_pieces = []
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	for c in range(columns):
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		for r in range(rows):
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			var piece: Piece = pieces[c][r]
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			serialized_pieces.append(piece.order)
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	return {
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		"rows": rows,
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		"columns": columns,
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		"pieces": serialized_pieces,
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		"hidden_piece": serialized_pieces.size(),
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	}
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func load(saved_state) -> void:
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	if not saved_state.has_all(["rows", "columns", "pieces", "hidden_piece"]):
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		return
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	rows = saved_state["rows"]
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	columns = saved_state["columns"]
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	init(saved_state["pieces"], saved_state["hidden_piece"])
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func init(pieces_order: Array, hidden_piece: int) -> void:
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	var piece_size: int = compute_piece_size()
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	padding = compute_padding(piece_size)
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	print("piece size: ", piece_size)
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	print("padding: ", padding)
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	if pieces.size() > 0:
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		for c in range(columns):
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			for r in range(rows):
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				var piece: Piece = pieces[c][r]
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				$Background.remove_child(piece)
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				piece.queue_free()
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		pieces.clear()
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	for c in range(columns):
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		var pieces_row: Array = []
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		for r in range(rows):
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			var piece = Piece.instance()
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			# Uniforms
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			piece.size = piece_size
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			piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
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			# order start from top-left (1) and iterate over every row
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			# eg. 1 2 3
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			#     4 5 6
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			#     7 8 9
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			piece.order = pieces_order[r + c * rows]
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			print("piece at ", c, ", ", r, " -> order: ", piece.order)
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			# place inside the taquin as indices (i, j)
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			piece.taquin_index = Vector2(c, r)
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			# place inside the taquin as coordinates (x, y)
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			piece.position = position_for_index(piece.taquin_index, piece.size)
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			# position inside the original taquin as normalized coordinates (x, y) (domain: [0, 1])
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			# used for offsetting the texture on pieces
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			var original_index = Vector2((piece.order - 1) % columns, (piece.order - 1) / columns)
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			var original_position = position_for_index(original_index, piece.size)
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			piece.taquin_position = Vector2(float(original_position.x) / width, float(original_position.y) / height)
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			if piece.order == hidden_piece:
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				piece.visible = false
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				missing_piece = piece
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			$Background.add_child(piece)
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			pieces_row.append(piece)
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		pieces.append(pieces_row)
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	shuffle(difficulty)
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#
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# Signals
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#
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func _on_Timer_timeout():
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	transition_to(State.GAME_OVER)
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