add gamestate, doc and fix

This commit is contained in:
2026-04-16 11:01:04 +02:00
parent dc0bf0ba37
commit e02bd1819f
29 changed files with 466 additions and 71 deletions

View File

@@ -1,26 +1,70 @@
extends Node
signal on_collectible_unlocked(collectible_id: String)
signal on_photo_saved(filePath: String)
#TODO -> assign library resource to game_state
var library: CollectibleLibrary = preload("res://core/photo_mode/collectible_library.tres")
var unlocked_ids: Array[String] = ['cane']
var collectibles_library: CollectibleLibrary = preload("res://core/photo_mode/collectible_library.tres")
func unlock_photo(collectible_id: String) -> void:
if not collectible_id in unlocked_ids:
unlocked_ids.append(collectible_id)
var unlocked_collectibles_ids: Array[String] = []
var saved_photos: Array[String] = []
func _ready() -> void:
add_to_group("Saveable")
load_save_data()
func unlock_collectible(collectible_id: String) -> void:
if not collectible_id in unlocked_collectibles_ids:
var new_collectible = get_collectible_by_id(collectible_id)
if new_collectible:
unlocked_collectibles_ids.append(collectible_id)
on_collectible_unlocked.emit(collectible_id)
func get_collectible_by_id(id: String) -> CollectibleResource:
for collectible in library.collectibles:
for collectible in collectibles_library.collectibles:
if collectible.id == id:
return collectible
return null
func get_all_collectibles() -> Array[CollectibleResource]:
return library.collectibles
return collectibles_library.collectibles
func get_unlocked_collectible_ids() -> Array[String]:
return unlocked_ids
return unlocked_collectibles_ids
func save_photo_to_disk_async() -> void:
await RenderingServer.frame_post_draw
var image = get_viewport().get_texture().get_image()
if not DirAccess.dir_exists_absolute("user://photos"):
DirAccess.make_dir_absolute("user://photos")
var timestamp = str(Time.get_unix_time_from_system())
var file_path = "user://photos/photo_" + timestamp + ".png"
image.save_png(file_path)
saved_photos.append(file_path)
on_photo_saved.emit(file_path)
func get_save_data() -> Dictionary:
return {
"unlocked_collectibles_ids": unlocked_collectibles_ids,
"saved_photos": saved_photos
}
func load_save_data() -> void:
var my_path = str(get_path())
if GameState.save_data.has(my_path):
var data = GameState.save_data[my_path]
if data.has("unlocked_collectibles_ids"):
var loaded_ids = data["unlocked_collectibles_ids"]
unlocked_collectibles_ids.clear()
for id in loaded_ids:
unlocked_collectibles_ids.append(str(id))
if data.has("saved_photos"):
var loaded_photos = data["saved_photos"]
saved_photos.clear()
for photo in loaded_photos:
saved_photos.append(str(photo))
else:
unlocked_collectibles_ids.append("cane")