Enhance save system functionality; improve game state management and session tracking

This commit is contained in:
2025-05-25 16:06:59 +02:00
parent 15c85a5aae
commit 250fb18e16
11 changed files with 92 additions and 25 deletions

45
autoloads/save_system.gd Normal file
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extends Node
@export var save_path: String = "user://savegame.save"
@export var version: int = 1
@onready var gm: GM = $"/root/GameManager"
func save_game():
var save_data := {
"player_state": gm.player_state,
"version": version,
}
var file := FileAccess.open(save_path, FileAccess.WRITE)
file.store_var(save_data)
file.close()
print("Game saved to: ", save_path)
func load_game() -> bool:
if not FileAccess.file_exists(save_path):
return false
var file := FileAccess.open(save_path, FileAccess.READ)
var save_data: Dictionary = file.get_var()
file.close()
if save_data.has("version") and save_data["version"] != version:
print("Save file version mismatch. Expected: ", version, ", Found: ", save_data["version"])
return false
print("save data: ", save_data)
gm.player_state = save_data["player_state"]
print("Player state loaded: ", gm.player_state)
var skills: Array[String] = []
for skill_name in gm.player_state["unlocked_skills"]:
skills.append(skill_name)
print("Newly unlocked skills: ", skills)
gm.unlock_skills(skills)
print("Game loaded from: ", save_path)
return true
func check_save_exists() -> bool:
return FileAccess.file_exists(save_path)

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uid://d3tgf7fyr6xek