Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager
This commit is contained in:
25
Autoloads/ConfigFileHandler.cs
Normal file
25
Autoloads/ConfigFileHandler.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
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}");
|
||||
}
|
||||
}
|
||||
}
|
195
Autoloads/GameManager.cs
Normal file
195
Autoloads/GameManager.cs
Normal file
@@ -0,0 +1,195 @@
|
||||
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;
|
||||
}
|
||||
}
|
46
Autoloads/SaveSystem.cs
Normal file
46
Autoloads/SaveSystem.cs
Normal file
@@ -0,0 +1,46 @@
|
||||
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($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
|
||||
return false;
|
||||
}
|
||||
|
||||
GD.Print("Game state loaded from: ", SavePath);
|
||||
GD.Print("Player state: ", saveDataObj["player_state"]);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
|
||||
}
|
65
Autoloads/UIManager.cs
Normal file
65
Autoloads/UIManager.cs
Normal file
@@ -0,0 +1,65 @@
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
|
||||
namespace Mr.BrickAdventures.Autoloads;
|
||||
|
||||
public partial class UIManager : Node
|
||||
{
|
||||
[Export] public Array<Control> UiStack { get; set; } = new();
|
||||
|
||||
[Signal] public delegate void ScreenPushedEventHandler(Control screen);
|
||||
[Signal] public delegate void ScreenPoppedEventHandler(Control screen);
|
||||
|
||||
public void PushScreen(Control screen)
|
||||
{
|
||||
if (screen == null)
|
||||
{
|
||||
GD.PushError($"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);
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user