hero-mark-2/autoloads/save.gd
2024-07-14 01:46:14 -04:00

180 lines
5.1 KiB
GDScript

extends Node
# currently-used compatible format version
const FORMAT_VERSION: int = 1
# contains the save data for a single level
class LevelSaveData:
# save file category to use for this level
var save_id: String
# scores
var score_any: int = 0
var score_100: int = 0
# times
var time_any: float = INF
var time_100: float = INF
# times died in that level
var deaths: int
# collectibles
var keys_collected: int = 0
var shards_collected: Array
# whether level has been beaten at all
var completed: bool = false
func _init(id: String) -> void:
save_id = id
# initialize shards array
shards_collected = []
shards_collected.resize(8)
for i in 8:
shards_collected[i] = false
## save the level data to the given ConfigFile
func save_to_file(file: ConfigFile) -> void:
# set scores
file.set_value(save_id, "score_any", score_any)
file.set_value(save_id, "score_100", score_100)
# set times
file.set_value(save_id, "time_any", time_any)
file.set_value(save_id, "time_100", time_100)
# set deaths
file.set_value(save_id, "deaths", deaths)
# set collected keys
file.set_value(save_id, "keys", keys_collected)
# set collected shards
for i in 8:
file.set_value(save_id, "shard_%d" % i, shards_collected[i])
# set completion status
file.set_value(save_id, "completed", completed)
## loads level data from the given ConfigFile
func load_from_file(file: ConfigFile) -> void:
# get scores
score_any = file.get_value(save_id, "score_any", 0)
score_100 = file.get_value(save_id, "score_100", 0)
# get times
time_any = file.get_value(save_id, "time_any", INF)
time_100 = file.get_value(save_id, "time_100", INF)
# get deaths
deaths = file.get_value(save_id, "deaths", 0)
# get collected keys
keys_collected = file.get_value(save_id, "keys", keys_collected)
# get collected shards
for i in 8:
shards_collected[i] = file.get_value(save_id, "shard_%d" % i, false)
# get completion status
completed = file.get_value(save_id, "completed", false)
# contains data of one save file
class SaveFile:
# path of file to load/save from
var file_path: String
# version of save file format
var version: int = FORMAT_VERSION
# name of the save file
var name: String = ""
# difficulty chosen for the file
var difficulty: int = Game.Difficulty.SPICY
# total play time
var play_time: float = 0.0
# dictionary of levels' save data
var levels: Dictionary
# whether is debug save
var debug: bool = false
# palette the save file is using
var palette: String = "default"
func _init(path: String, debug_save: bool = false) -> void:
debug = debug_save
file_path = path
# initialize level save data dictionary
levels = {}
for level in LevelData.levels:
var data := LevelSaveData.new(level.save_id)
if debug:
data.completed = true
levels[level.save_id] = data
# return total number of shards
func get_total_shards() -> int:
if debug:
return 999
var total = 0
for level in levels.values():
total += level.shards_collected.count(true)
return total
# return total number of keys
func get_total_keys() -> int:
var total = 0
for level in levels.values():
total += level.keys_collected
return total
# return total number of deaths
func get_total_deaths() -> int:
var total = 0
for level in levels.values():
total += level.deaths
return total
func is_super_player() -> bool:
return get_total_shards() >= 72 and levels["boss3"].completed
# loads data from the file at `path`
func load_from_file() -> void:
var file = ConfigFile.new()
file.load(file_path)
# get save format version
version = file.get_value("options", "version", 0)
# load name
name = file.get_value("options", "name", "SG")
# load difficulty
difficulty = file.get_value("options", "difficulty", Game.Difficulty.SPICY)
# load playtime
play_time = file.get_value("options", "play_time", 0.0)
palette = file.get_value("options", "palette", "default")
# TODO: load bought palettes
# TODO: load selected palette
# load level save data
for level_save in levels.values():
level_save.load_from_file(file)
func save_to_file() -> void:
var file = ConfigFile.new()
# use current format version
file.set_value("options", "version", FORMAT_VERSION)
# save name
file.set_value("options", "name", name)
# save difficulty
file.set_value("options", "difficulty", difficulty)
# save playtime
file.set_value("options", "play_time", play_time)
file.set_value("options", "palette", palette)
# TODO: save bought palettes
# TODO: save selected palette
# save level data
for level in levels.values():
level.save_to_file(file)
file.save(file_path)
## currently used save file
var current_file: SaveFile = null
func _ready() -> void:
if OS.is_debug_build():
current_file = SaveFile.new("user://debug_save.pr", true)
else:
current_file = load_file("user://file%d.pr" % Options.last_file)
if current_file:
Game.difficulty = current_file.difficulty
## shortcut for loading a save file from specific path
func load_file(path: String) -> SaveFile:
if File.new().file_exists(path):
var file = SaveFile.new(path)
file.load_from_file()
return file
else:
return null