wayfarers_wanderer/autoload/save_manager.gd
Jonas Reith 67862a46f3 Add boot flow, save-system skeleton, and Equipment skeleton
boot/: opening_screen (attribution -> title/flavor text placeholder,
explicitly marked TODO for a later real cinematic, skippable by
keypress/click) -> main_menu (Neues Spiel/Fortsetzen/Optionen/Credits/
Beenden, ConfirmationDialog for overwrite-existing-save) -> options_menu
(TabContainer with 4 empty placeholder categories: Grafik/Sound/
Steuerung/Spieloptionen) and credits_screen, both just navigable stubs.
project.godot's run/main_scene now points at boot/opening_screen.tscn
instead of directly at the gameplay scene.

autoload/save_manager.gd: new SaveManager singleton. Deliberately
minimal — persists only a timestamp to user://savegame.json — but a
real, working has_save()/save_game()/load_game()/start_new_game()
round trip, enough to back the menu's Start/Continue/overwrite-confirm
logic without inventing game state that doesn't exist yet.

player/equipment/: Equipment (Node) + EquipmentItem (Resource) stub
classes per the user's explicit ask for a "class diagram skeleton" to
build on later — exported fields and empty TODO methods, no logic.
Wired as a child of world/island.tscn's real Player (not player.tscn,
which is only a debug prototype scene, not the actual game's player).
player.gd's new `equipment` onready var uses get_node_or_null() since
that child only exists on the real player, not every scene reusing
this script.

Verified headless: all new boot scenes load cleanly, a full boot smoke
test via run/main_scene succeeds, and — since button-click navigation
can't be simulated headlessly — SaveManager's actual save/load/
overwrite/cleanup cycle was exercised directly and behaves correctly
(has_save flips true/false correctly, loaded data matches what was
saved). Manual in-editor check of the menu navigation itself is still
needed and not yet done.
2026-08-27 09:21:15 +02:00

38 lines
1.1 KiB
GDScript

extends Node
const SAVE_PATH := "user://savegame.json"
func has_save() -> bool:
return FileAccess.file_exists(SAVE_PATH)
func start_new_game() -> void:
# TODO: sobald echter Spielzustand existiert (Position, Fortschritt, ...),
# hier den frischen Zustand aufbauen statt nur zu speichern.
save_game()
func save_game() -> void:
var data := {
"saved_at_unix": Time.get_unix_time_from_system(),
}
var file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file == null:
push_error("Speichern fehlgeschlagen: %s" % FileAccess.get_open_error())
return
file.store_string(JSON.stringify(data))
file.close()
func load_game() -> Dictionary:
if not has_save():
push_warning("Kein Spielstand vorhanden.")
return {}
var file := FileAccess.open(SAVE_PATH, FileAccess.READ)
var content := file.get_as_text()
file.close()
var parsed = JSON.parse_string(content)
if typeof(parsed) != TYPE_DICTIONARY:
push_error("Spielstand-Datei ist beschädigt.")
return {}
# TODO: geladene Werte tatsächlich auf Spieler/Welt anwenden, sobald es
# etwas Sinnvolles zu laden gibt.
return parsed