Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

This commit is contained in:
2025-08-10 01:35:35 +02:00
parent 8467f67090
commit 4098d192af
31 changed files with 1347 additions and 2 deletions

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using Godot;
namespace Mr.BrickAdventures.Autoloads;
public partial class ConfigFileHandler : Node
{
private ConfigFile _settingsConfig = new();
private const string SettingsPath = "user://settings.ini";
public override void _Ready()
{
if (!FileAccess.FileExists(SettingsPath))
{
var err = _settingsConfig.Save(SettingsPath);
if (err != Error.Ok)
GD.PushError($"Failed to create settings file at {SettingsPath}: {err}");
}
else
{
var err = _settingsConfig.Load(SettingsPath);
if (err != Error.Ok)
GD.PushError($"Failed to load settings file at {SettingsPath}: {err}");
}
}
}

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Autoloads/GameManager.cs Normal file
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using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
public partial class GameManager : Node
{
[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
public Dictionary PlayerState { get; set; } = new()
{
{ "coins", 0 },
{ "lives", 3 },
{ "current_level", 0 },
{ "completed_levels", new Array<int>() },
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
private Dictionary _currentSessionState = new()
{
{ "coins_collected", 0 },
{ "skills_unlocked", new Array<SkillData>() }
};
public void AddCoins(int amount)
{
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
}
public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
public int GetCoins() => (int)PlayerState["coins"] + (int)_currentSessionState["coins_collected"];
public void RemoveCoins(int amount)
{
var sessionCoins = (int)_currentSessionState["coins_collected"];
if (amount <= sessionCoins)
{
_currentSessionState["coins_collected"] = sessionCoins - amount;
}
else
{
var remaining = amount - sessionCoins;
_currentSessionState["coins_collected"] = 0;
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
}
PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
}
public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
public void SetLives(int amount) => PlayerState["lives"] = amount;
public int GetLives() => (int)PlayerState["lives"];
public bool IsSkillUnlocked(SkillData skill)
{
return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
|| ((Array)_currentSessionState["skills_unlocked"]).Contains(skill);
}
public void UnlockSkill(SkillData skill)
{
if (!IsSkillUnlocked(skill))
((Array)PlayerState["unlocked_skills"]).Add(skill);
}
public void RemoveSkill(string skillName)
{
var arr = (Array)PlayerState["unlocked_skills"];
foreach (SkillData s in arr)
{
if (s.Name != skillName) continue;
arr.Remove(s);
break;
}
}
public void UnlockSkills(Array<SkillData> skills)
{
foreach (var s in skills)
UnlockSkill(s);
}
public void ResetPlayerState()
{
PlayerState = new Dictionary
{
{ "coins", 0 },
{ "lives", 3 },
{ "current_level", 0 },
{ "completed_levels", new Array<int>() },
{ "unlocked_levels", new Array<int>() {0}},
{ "unlocked_skills", new Array<SkillData>() }
};
}
public void UnlockLevel(int levelIndex)
{
var unlocked = (Array)PlayerState["unlocked_levels"];
if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
}
public void TryToGoToNextLevel()
{
var next = (int)PlayerState["current_level"] + 1;
var unlocked = (Array)PlayerState["unlocked_levels"];
if (next < LevelScenes.Count && unlocked.Contains(next))
{
PlayerState["current_level"] = next;
GetTree().ChangeSceneToPacked(LevelScenes[next]);
}
}
public void MarkLevelComplete(int levelIndex)
{
UnlockLevel(levelIndex + 1);
var completed = (Array)PlayerState["completed_levels"];
if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
}
public void ResetCurrentSessionState()
{
_currentSessionState = new Dictionary
{
{ "coins_collected", 0 },
{ "skills_unlocked", new Array<SkillData>() }
};
}
public void RestartGame()
{
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public void QuitGame() => GetTree().Quit();
public void PauseGame() => Engine.TimeScale = 0;
public void ResumeGame() => Engine.TimeScale = 1;
public void StartNewGame()
{
ResetPlayerState();
ResetCurrentSessionState();
GetTree().ChangeSceneToPacked(LevelScenes[0]);
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public void ContinueGame()
{
var save = GetNode<SaveSystem>("/root/SaveSystem");
if (!save.LoadGame())
{
GD.PrintErr("Failed to load game. Starting a new game instead.");
StartNewGame();
return;
}
var idx = (int)PlayerState["current_level"];
if (idx < LevelScenes.Count)
GetTree().ChangeSceneToPacked(LevelScenes[idx]);
else
GD.PrintErr("No levels unlocked to continue.");
}
public void OnLevelComplete()
{
var levelIndex = (int)PlayerState["current_level"];
MarkLevelComplete(levelIndex);
AddCoins((int)_currentSessionState["coins_collected"]);
foreach (var s in (Array)_currentSessionState["skills_unlocked"])
UnlockSkill((SkillData)s);
ResetCurrentSessionState();
TryToGoToNextLevel();
GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
}
public Array GetUnlockedSkills()
{
var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"];
var session = (Array<SkillData>)_currentSessionState["skills_unlocked"];
if ((((Array)session)!).Count == 0) return (Array)unlocked;
if ((((Array)unlocked)!).Count == 0) return (Array)session;
var joined = new Array();
joined.AddRange((Array)unlocked ?? new Array());
joined.AddRange((Array)session ?? new Array());
return joined;
}
}

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Autoloads/SaveSystem.cs Normal file
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using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.Autoloads;
public partial class SaveSystem : Node
{
[Export] public string SavePath { get; set; } = "user://savegame.save";
[Export] public int Version { get; set; } = 1;
//private GM _gm;
public override void _Ready()
{
//_gm = GetNode<GM>("/root/GameManager");
}
public void SaveGame()
{
//TODO: Implement saving logic
}
public bool LoadGame()
{
//TODO: Implement loading logic
if (!FileAccess.FileExists(SavePath))
return false;
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
var saveDataObj = (Dictionary)file.GetVar();
if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
{
GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
return false;
}
GD.Print("Game state loaded from: ", SavePath);
GD.Print("Player state: ", saveDataObj["player_state"]);
return true;
}
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
}

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Autoloads/UIManager.cs Normal file
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using Godot;
using Godot.Collections;
namespace Mr.BrickAdventures.Autoloads;
public partial class UIManager : Node
{
[Export] public Array<Control> UiStack { get; set; } = new();
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
public void PushScreen(Control screen)
{
if (screen == null)
{
GD.PushError($"Cannot push a null screen.");
return;
}
UiStack.Add(screen);
screen.Show();
screen.SetProcessInput(true);
screen.SetFocusMode(Control.FocusModeEnum.All);
screen.GrabFocus();
EmitSignalScreenPushed(screen);
}
public void PopScreen()
{
if (UiStack.Count == 0)
{
GD.PushError($"Cannot pop screen from an empty stack.");
return;
}
var top = (Control)UiStack[^1];
UiStack.RemoveAt(UiStack.Count - 1);
top.Hide();
top.SetProcessInput(false);
EmitSignalScreenPopped(top);
top.AcceptEvent();
if (UiStack.Count > 0) ((Control)UiStack[^1]).GrabFocus();
}
public Control TopScreen() => UiStack.Count > 0 ? (Control)UiStack[^1] : null;
public bool IsScreenOnTop(Control screen) => UiStack.Count > 0 && (Control)UiStack[^1] == screen;
public bool IsVisibleOnStack(Control screen) => UiStack.Contains(screen) && screen.Visible;
public void CloseAll()
{
while (UiStack.Count > 0)
PopScreen();
}
public static void HideAndDisable(Control screen)
{
screen.Hide();
screen.SetProcessInput(false);
}
}