Files
fps_project_1/scripts/save_load.gd

217 lines
6.0 KiB
GDScript

extends Node
## SAVE DATA
#PERSISTENT DATA
var last_hit_path
var player_deaths = 0
var enemies_killed = 0
var shots_fired = 0
#GAME DATA
var data_cleared
var player_loc
var player_rot
var player_health
var player_money
var held_guns
var current_gun
var current_ammo
var reserve_ammo
var enemies = []
## SAVE DATA PATHS
var persistent_save_path = "user://persistent_data.save"
var game_save_path = "user://game_save_data.save"
func _ready() -> void:
if player_deaths == null:
player_deaths = 0
if enemies_killed == null:
enemies_killed = 0
func save_persistent_data():
var file = FileAccess.open(persistent_save_path, FileAccess.WRITE)
print("LAST HIT PATH " + str(last_hit_path))
file.store_var(last_hit_path)
file.store_var(player_deaths)
file.store_var(enemies_killed)
file.store_var(shots_fired)
file.close()
func load_persistent_data():
if FileAccess.file_exists(persistent_save_path):
var file = FileAccess.open(persistent_save_path, FileAccess.READ)
last_hit_path = file.get_var()
print("CROWN PARENT : " + str(last_hit_path))
player_deaths = file.get_var()
print("PLAYER DEATHS : " + str(player_deaths))
enemies_killed = file.get_var()
print("ENEMIES KILLED : " + str(enemies_killed))
shots_fired = file.get_var()
print("SHOTS FIRED ",shots_fired)
file.close()
else:
print("no data saved...")
last_hit_path = null
player_deaths = null
enemies_killed = null
func save_game_data():
var level_control = get_tree().current_scene
var player = level_control.player
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES
data_cleared = false
player_loc = player.global_position
player_rot = player.global_rotation
player_health = level_control.health
player_money = level_control.money
held_guns = save_resource_path(level_control.held_guns)
current_gun = level_control.current_gun_index
current_ammo = level_control.ammo_current
reserve_ammo = level_control.ammo_reserve
#SAVE DATA
file.store_var(data_cleared)
file.store_var(player_loc)
file.store_var(player_rot)
file.store_var(player_health)
file.store_var(player_money)
file.store_var(held_guns)
file.store_var(current_gun)
file.store_var(current_ammo)
file.store_var(reserve_ammo)
#save enemies
var objects = get_tree().get_nodes_in_group("persist")
for object in objects:
if object.scene_file_path.is_empty():
print("persistent node '%s' is not an instanced scene, skipped" % object.name)
continue
# Check the node has a save function.
if !object.has_method("save"):
print("persistent node '%s' is missing a save() function, skipped" % object.name)
continue
var object_data = object.call("save")
var json_string = JSON.stringify(object_data)
file.store_line(json_string)
file.close()
func clear_save_game_data():
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
data_cleared = true
file.store_var(data_cleared)
file.store_var(player_loc)
file.store_var(player_rot)
file.store_var(player_health)
file.store_var(player_money)
file.store_var(held_guns)
file.store_var(current_gun)
file.store_var(current_ammo)
file.store_var(reserve_ammo)
file.store_var(enemies)
func load_save_game_data():
var level_control = get_tree().current_scene
var player = level_control.player
if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ)
#GET DATA
data_cleared = file.get_var()
if !data_cleared:
player_loc = file.get_var()
player_rot = file.get_var()
player_health = file.get_var()
player_money = file.get_var()
var held_guns_encoded = file.get_var()
held_guns = load_resource_path(held_guns_encoded)
current_gun = file.get_var()
current_ammo = file.get_var()
reserve_ammo = file.get_var()
var current_nodes = get_tree().get_nodes_in_group("persist")
for i in current_nodes:
if i.get_class() == "CharacterBody3D":
i.die()
else:
i.queue_free()
while file.get_position() < file.get_length():
var json_string = file.get_line()
var json = JSON.new()
var parse_result = json.parse(json_string)
if not parse_result == OK:
print("JSON Parse Error: ",json.get_error_message()," in ",json_string, " at line ", json.get_error_line())
continue
var node_data = json.data
var new_object = load(node_data["filename"]).instantiate()
get_node(node_data["parent"]).add_child(new_object)
print("NEW OBJECT : ",new_object)
new_object.position = Vector3(node_data["pos_x"],node_data["pos_y"],node_data["pos_z"])
new_object.rotation = Vector3(node_data["rot_x"],node_data["rot_y"],node_data["rot_z"])
print("NEW OBJECT PLACED AT ", new_object.position)
for i in node_data.keys():
if i == "filename" or i == "pos_x" or i == "pos_y" or i == "pos_z":
continue
new_object.set(i,node_data[i])
#APPLY DATA
player.global_position = player_loc
player.global_rotation = player_rot
level_control.health = player_health
level_control.money = player_money
level_control.held_guns = held_guns
if player.gun:
player.gun.queue_free()
level_control.gun_spawn(current_gun)
level_control.ammo_current = current_ammo
level_control.ammo_reserve = reserve_ammo
file.close()
else:
print("no data saved...")
func data_validate(file,variable):
if file.get_var(variable):
return file.get_var(variable)
else:
return null
func null_data_check(variable,amount): #checks if value is null, adds the number to variable
print("VARIABLE ", variable)
if variable == null:
variable = amount
else:
variable += amount
return variable
func load_data():
load_persistent_data()
load_save_game_data()
func save_resource_path(array):
var final_array = []
for i in array:
if i is PackedScene:
var resource_path = i.resource_path
if resource_path != "":
final_array.append(resource_path)
return final_array
func load_resource_path(array):
var final_array = []
for i in array:
var i_loaded = load(i)
final_array.append(i_loaded)
return final_array