TinyAdventure/scenes/main.gd

79 lines
2.6 KiB
GDScript

class_name Main
extends Node
@onready var message_container:Control = %MessagesContainer
@onready var message_textedit:TextEdit = %MessageTextEdit
@onready var root_ui:RootUI = %RootUI
var _picked_up_level_items:Array[NodePath] = []
func save_game():
var player:Player = find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
var save_game:SaveGame = SaveGame.new()
save_game.level = root_ui.current_level_resource
save_game.level_pickup_items = _picked_up_level_items
save_game.player_transform = player.global_transform
for node:Node in get_tree().get_nodes_in_group("quest_state"):
save_game.quest_states[node.name] = {}
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
save_game.quest_states[node.name][property.name] = node.get(property.name)
for item_stack in player.inventory.get_item_stacks():
save_game.inventory.append({"item": item_stack.item, "count": item_stack.count})
ResourceSaver.save(save_game, "user://savegame.tres")
root_ui.activate_ui_panel(%GameUI)
func load_game():
_picked_up_level_items.clear()
var save_game:SaveGame = load("user://savegame.tres") as SaveGame
var level_resource:PackedScene = load(save_game.level)
root_ui.load_scene(level_resource)
var player:Player = find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
player.global_transform = save_game.player_transform
# Quest state
for node:Node in get_tree().get_nodes_in_group("quest_state"):
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
node.set(property.name, save_game.quest_states[node.name][property.name])
# Inventory
player.inventory.clear()
var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
assert(inventory_item_stacks.size() >= save_game.inventory.size())
for i in range(save_game.inventory.size()):
inventory_item_stacks[i].item = save_game.inventory[i]["item"]
inventory_item_stacks[i].count = save_game.inventory[i]["count"]
# Picked up items
for item_path in save_game.level_pickup_items:
if get_tree().root.has_node(item_path):
var item_node = get_tree().root.get_node(item_path)
_picked_up_level_items.append(item_path)
item_node.queue_free()
root_ui.activate_ui_panel(%GameUI)
func on_item_pickup(node_path:NodePath):
_picked_up_level_items.append(node_path)