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: Taquin.State.WINNING: print("Solved!") Taquin.State.GAME_OVER: pass func _on_New_game_pressed(): $NewGamePanel.popup_centered_ratio($NewGamePanel.window_scale_factor) func _on_NewGamePanel_about_to_show(): $HSplitContainer/Taquin.set_process_input(false) func _on_NewGamePanel_popup_hide(): $HSplitContainer/Taquin.set_process_input(true)