saves are a facade
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1 changed files with 33 additions and 36 deletions
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@ -110,49 +110,46 @@ class SaveFile:
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# loads data from the file at `path`
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# loads data from the file at `path`
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func load_from_file() -> void:
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func load_from_file() -> void:
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var file = ConfigFile.new()
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return
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file.load(file_path)
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# var file = ConfigFile.new()
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# get save format version
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# file.load(file_path)
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version = file.get_value("options", "version", 0)
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# # get save format version
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# load name
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# version = file.get_value("options", "version", 0)
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name = file.get_value("options", "name", "SG")
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# # load name
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# load difficulty
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# name = file.get_value("options", "name", "SG")
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difficulty = file.get_value("options", "difficulty", Game.Difficulty.SPICY)
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# # load difficulty
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# load playtime
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# difficulty = file.get_value("options", "difficulty", Game.Difficulty.SPICY)
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play_time = file.get_value("options", "play_time", 0.0)
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# # load playtime
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# TODO: load bought palettes
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# play_time = file.get_value("options", "play_time", 0.0)
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# TODO: load selected palette
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# # TODO: load bought palettes
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# load level save data
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# # TODO: load selected palette
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for level_save in levels.values():
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# # load level save data
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level_save.load_from_file(file)
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# for level_save in levels.values():
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# level_save.load_from_file(file)
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func save_to_file() -> void:
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func save_to_file() -> void:
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var file = ConfigFile.new()
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return
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# use current format version
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# var file = ConfigFile.new()
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file.set_value("options", "version", FORMAT_VERSION)
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# # use current format version
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# save name
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# file.set_value("options", "version", FORMAT_VERSION)
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file.set_value("options", "name", name)
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# # save name
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# save difficulty
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# file.set_value("options", "name", name)
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file.set_value("options", "difficulty", difficulty)
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# # save difficulty
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# save playtime
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# file.set_value("options", "difficulty", difficulty)
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file.set_value("options", "play_time", play_time)
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# # save playtime
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# TODO: save bought palettes
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# file.set_value("options", "play_time", play_time)
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# TODO: save selected palette
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# # TODO: save bought palettes
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# save level data
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# # TODO: save selected palette
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for level in levels.values():
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# # save level data
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level.save_to_file(file)
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# for level in levels.values():
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file.save(file_path)
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# level.save_to_file(file)
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# file.save(file_path)
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## currently used save file
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## currently used save file
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var current_file: SaveFile = null
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var current_file: SaveFile = null
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func _ready() -> void:
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func _ready() -> void:
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# TODO: make load last played file
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current_file = SaveFile.new("user://demo_save.pr")
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current_file = load_file("user://demo_save.pr")
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if current_file:
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Game.difficulty = current_file.difficulty
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else:
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current_file = SaveFile.new("user://demo_save.pr")
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## shortcut for loading a save file from specific path
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## shortcut for loading a save file from specific path
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func load_file(path: String) -> SaveFile:
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func load_file(path: String) -> SaveFile:
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