Vore_Sandbox_Remaster/scripts/prey-save-load.gd

48 lines
1.5 KiB
GDScript3

tool
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
export var save = false
var par = get_parent()
var conf = File.new()
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if save:
#THIS IS SAVE. MAKE SURE LOAD ONLY LOADS IN GAME THOUGH. MAYBE.
print("asss")
save = false
var savedata = {}
savedata["name"] = "Rabbit"
savedata["simple"] = true
savedata["name"] = "Rabbit"
savedata["name"] = "Rabbit"
#get image data of normal
var pngdat = par.get_node("flip/body").texture.get_data().save_png_to_buffer()
savedata["sprite-main"] = pngdat
#digest1
pngdat = par.get_node("flip/digest1").texture.get_data().save_png_to_buffer()
savedata["sprite-digest1"] = pngdat
#digest2
pngdat = par.get_node("flip/digest2").texture.get_data().save_png_to_buffer()
savedata["sprite-digest2"] = pngdat
#digest3 bones
pngdat = par.get_node("flip/digest3").texture.get_data().save_png_to_buffer()
savedata["sprite-digest3"] = pngdat
#cum overlay
pngdat = par.get_node("flip/cum").texture.get_data().save_png_to_buffer()
savedata["sprite-cum"] = pngdat
savedata["collision-shape"] = par.get_node("CollisionShape2D").shape
savedata["collision-position"] = par.get_node("CollisionShape2D").position
conf.open("res://preys/test.prey",conf.WRITE)
#conf.store_string(var2str(savedata))
conf.store_var(savedata,false)
conf.close()