Add a savegame system using slots and a main menu, allow player to move RigidBody2Ds using apply_impulse(), increased physics tick, enabled FXAA, and more.
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13 changed files with 291 additions and 25 deletions
87
core/globals/gamestate.gd
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87
core/globals/gamestate.gd
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extends Node
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# gamestate
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var last_entrypoint: String
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func reset_gamestate():
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# defaults
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last_entrypoint = "intro_start"
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# save/load slot
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const slot_min: int = 0
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const slot_max: int = 3
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var current_slot: int = -1
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var current_slot_locked: bool = false
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func _check_slot_idx(idx: int) -> bool:
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# returns if slot index is valid (in bounds)
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if idx < slot_min or idx > slot_max:
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push_error("Slot index %s is invalid." % current_slot)
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return false
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return true
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func save_slot():
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# flush game state to slot
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if _check_slot_idx(current_slot):
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var slot_path: String = "user://slot%s.save" % current_slot
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var f = FileAccess.open(slot_path, FileAccess.WRITE)
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if f == null:
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push_error("Couldn't open %s" % slot_path)
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quit(1)
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return
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# create serializable data structure
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var data: Dictionary = {
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"last_entrypoint": last_entrypoint
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}
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var data_serialized = JSON.stringify(data)
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if data_serialized == null:
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push_error("Couldn't serialize save data for slot %s" % current_slot)
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quit(1)
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return
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f.store_string(data_serialized)
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func load_slot():
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# load gamestate from slot
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if _check_slot_idx(current_slot):
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reset_gamestate() # init gamestate with defaults
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var slot_path: String = "user://slot%s.save" % current_slot
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if FileAccess.file_exists(slot_path):
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var f = FileAccess.open(slot_path, FileAccess.READ)
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if f == null:
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push_error("Couldn't open %s" % slot_path)
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quit(1)
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return
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var data_serialized = f.get_as_text()
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var data = JSON.parse_string(data_serialized)
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if data == null:
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push_error("Couldn't deserialize slot %s" % slot_path)
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quit(1)
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return
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# read values
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last_entrypoint = data["last_entrypoint"]
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else:
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save_slot() # new game; save defaults
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func reset_slot(idx: int):
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# reset a save slot
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if _check_slot_idx(idx):
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if current_slot == idx:
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reset_gamestate()
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# delete slot file
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var slot_path: String = "user://slot%s.save" % idx
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if FileAccess.file_exists(slot_path):
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DirAccess.remove_absolute(slot_path)
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#
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func quit(code: int):
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# defer get_tree().quit() to not lose the last error/stdout
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# see https://github.com/godotengine/godot/issues/90667
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await get_tree().create_timer(0.1).timeout
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get_tree().quit(code)
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func _ready() -> void:
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reset_gamestate()
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