refactoring save_game

This commit is contained in:
2026-04-16 12:30:40 +02:00
parent e02bd1819f
commit 2508ac96fa
8 changed files with 50 additions and 39 deletions

View File

@@ -2,7 +2,7 @@ extends Node
const SAVE_PATH: String = "user://savegame.json"
var save_data: Dictionary = {}
var save_data: SaveGameData = SaveGameData.new()
var is_loaded: bool = false
func _ready() -> void:
@@ -10,22 +10,12 @@ func _ready() -> void:
func save_game() -> void:
var save_file = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
var save_nodes = get_tree().get_nodes_in_group("Saveable")
var new_save_data: Dictionary = {}
for node in save_nodes:
if not node.has_method("get_save_data"):
continue
var node_data = node.get_save_data()
var node_path = str(node.get_path())
new_save_data[node_path] = node_data
var json_string = JSON.stringify(new_save_data)
var json_string = JSON.stringify(save_data.to_dictionary())
save_file.store_line(json_string)
func load_game() -> void:
if not FileAccess.file_exists(SAVE_PATH):
save_data = SaveGameData.new()
is_loaded = true
return
@@ -35,7 +25,8 @@ func load_game() -> void:
var json = JSON.new()
var parse_result = json.parse(json_string)
if parse_result == OK:
save_data = json.data
save_data = SaveGameData.new()
if parse_result == OK and json.data is Dictionary:
save_data = SaveGameData.from_dictionary(json.data)
is_loaded = true