mirror of
https://gitee.com/freeyz/godot-mota.git
synced 2024-12-23 12:29:22 +08:00
152 lines
4.0 KiB
GDScript3
152 lines
4.0 KiB
GDScript3
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extends Node
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const archive_image_path_prefix = "user://"
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const archive_file_path = "user://mota.save"
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# 当前玩家信息
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var player_info = {
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#英雄名称
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"username" : "hero",
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#英雄当前位置
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"position" : Vector2.ZERO,
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#英雄血量
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"hp" : 1000,
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# 英雄攻击力
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"atk" : 1,
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# 英雄防御力
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"def" : 1,
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#默认金钱
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"money" : 0,
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# 英雄等级
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"level" : 1,
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# 英雄经验
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"experience" : 0,
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# 当前楼层
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"now_floor" : 1,
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# 去过的最大楼层
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"max_floor" : 1,
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# 去过的最小楼层
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"min_floor" : 1,
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# 黄钥匙数量
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"yellow_key" : 0,
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# 蓝钥匙数量
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"blue_key" : 0,
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# 红钥匙数量
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"red_key" : 0,
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# 绿色钥匙数量
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"green_key" : 0,
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# 被使用的道具
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"used_items" : {}
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}
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# 增加已经使用的对象
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func add_used_item(path:String) -> void:
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if not player_info.has("used_items"):
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player_info.used_items = {}
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var k = player_info.now_floor as String
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if not player_info.used_items.has(k):
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player_info.used_items[k] = [path]
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else:
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player_info.used_items[k].append(path)
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# 根据楼层查询被使用的道具
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func get_used_item(f:int) -> Array:
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if not player_info.has("used_items"):
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return []
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var k = f as String
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if not player_info.used_items.has(k):
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return []
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else:
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return player_info.used_items[k]
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return []
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# 保存存档
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func save_to_index(index:int):
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update_player_position()
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var archives := get_archives() as Array
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if index >= 0 and index < archives.size():
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var archive = archives[index] as Dictionary
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archive.update_time = OS.get_unix_time()
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archive.screenshot_file_path = save_screenshot_to_file(index)
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archive.player_info = self.player_info
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else:
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var archive = {}
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archive.create_time = OS.get_unix_time()
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archive.update_time = archive.create_time
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archive.screenshot_file_path = save_screenshot_to_file(index)
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archive.player_info = self.player_info
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archives.append(archive)
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save_archives(archives)
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# 获取玩家对象
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func get_player() -> PlayerKinematicBody2D:
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return get_tree().get_nodes_in_group("player")[0] as PlayerKinematicBody2D
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# 更新玩家位置
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func update_player_position() -> void:
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var player = get_player()
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player_info.position = player.position
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# 根据索引加载存档
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func load_by_index(index:int) -> void:
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var archive = get_archives()[index]
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self.player_info = archive.player_info
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#加载楼层
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GameFloorManager.load_by_floor(self.player_info.now_floor)
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#设置人物位置
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var player = get_player()
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player.position = self.player_info.position
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#更新楼层UI显示
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$"/root/Main/UI/LevelBackground/LevelLabel".text = "魔塔 第%s层" % player_info.now_floor
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#更新人物血量
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$"/root/Main/UI/HpSprite/HpBackground/HpLabel".text = player_info.hp as String
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#更新钥匙数量显示
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$"/root/Main/UI/KeyBackground/YellowKeyCountLabel".text = player_info.yellow_key as String
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$"/root/Main/UI/KeyBackground/BlueKeyCountLabel".text = player_info.blue_key as String
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$"/root/Main/UI/KeyBackground/RedKeyCountLabel".text = player_info.red_key as String
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$"/root/Main/UI/KeyBackground/GreenKeyCountLabel".text = player_info.green_key as String
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# 保存屏幕截图到本地
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func save_screenshot_to_file(index:int) -> String:
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var image = get_viewport().get_texture().get_data()
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image.flip_y()
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var image_path = "%s%s%s" % [archive_image_path_prefix,index,".png"]
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var result = image.save_png(image_path)
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if result != OK:
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print("保存存档图片错误:",result)
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return image_path
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# 得到所有存档文件对象
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func get_archives() -> Array:
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var archive_file = File.new()
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if not archive_file.file_exists(archive_file_path):
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archive_file.close()
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return []
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var result = archive_file.open(archive_file_path,File.READ)
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if result == OK:
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return archive_file.get_var(true)
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else:
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archive_file.close()
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return []
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# 保存所有存档文件对象
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func save_archives(archives:Array) -> void:
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var archive_file = File.new()
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var result = archive_file.open(archive_file_path,File.WRITE)
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if result == OK:
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archive_file.store_var(archives,true)
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else:
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print("保存游戏文件失败:",result)
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archive_file.close()
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