Menu and save system
This commit is contained in:
189
internal/save/save.go
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189
internal/save/save.go
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@@ -0,0 +1,189 @@
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package save
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import (
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"fmt"
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"os"
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"path/filepath"
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"time"
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"github.com/BurntSushi/toml"
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)
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// File path for save data.
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const (
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dataFile = "data.toml"
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)
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// Stores all persistent game data in a single file.
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type Data struct {
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Settings Settings `toml:"settings"`
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GameState GameState `toml:"game_state"`
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}
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// Stores user preferences.
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type Settings struct {
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FPSMonitor bool `toml:"fps_monitor"`
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FPSCap string `toml:"fps_cap"` // "60", "120", or "uncapped"
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}
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// Stores the current game progress.
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type GameState struct {
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HasSave bool `toml:"has_save"`
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SavedAt time.Time `toml:"saved_at"`
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HeroX float64 `toml:"hero_x"`
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HeroY float64 `toml:"hero_y"`
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HeroStamina float64 `toml:"hero_stamina"`
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PlayTimeMS int64 `toml:"play_time_ms"` // Total play time in milliseconds
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}
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// Handles saving and loading of settings and game state.
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type Manager struct {
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dataPath string
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}
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// Creates a new save manager.
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func NewManager() (*Manager, error) {
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// Get executable path
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exePath, err := os.Executable()
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if err != nil {
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return nil, fmt.Errorf("failed to get executable path: %w", err)
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}
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// Get directory containing the executable
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exeDir := filepath.Dir(exePath)
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return &Manager{
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dataPath: filepath.Join(exeDir, dataFile),
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}, nil
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}
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// Loads all data from disk.
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func (m *Manager) LoadData() (*Data, error) {
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// Check if file exists
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if _, err := os.Stat(m.dataPath); os.IsNotExist(err) {
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// Return default data
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return &Data{
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Settings: Settings{
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FPSMonitor: false,
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FPSCap: "60",
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},
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GameState: GameState{
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HasSave: false,
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},
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}, nil
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}
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var data Data
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if _, err := toml.DecodeFile(m.dataPath, &data); err != nil {
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return nil, fmt.Errorf("failed to parse data file: %w", err)
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}
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return &data, nil
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}
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// Writes all data to disk.
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func (m *Manager) SaveData(data *Data) error {
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file, err := os.Create(m.dataPath)
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if err != nil {
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return fmt.Errorf("failed to create data file: %w", err)
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}
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defer file.Close()
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encoder := toml.NewEncoder(file)
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if err := encoder.Encode(data); err != nil {
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return fmt.Errorf("failed to write data file: %w", err)
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}
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return nil
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}
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// Loads user settings from disk.
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func (m *Manager) LoadSettings() (*Settings, error) {
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data, err := m.LoadData()
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if err != nil {
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return nil, err
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}
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return &data.Settings, nil
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}
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// Writes user settings to disk.
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func (m *Manager) SaveSettings(settings *Settings) error {
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data, err := m.LoadData()
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if err != nil {
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// If load fails, create new data with these settings
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data = &Data{
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Settings: *settings,
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GameState: GameState{
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HasSave: false,
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},
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}
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} else {
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data.Settings = *settings
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}
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return m.SaveData(data)
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}
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// Loads game state from disk.
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func (m *Manager) LoadGameState() (*GameState, error) {
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data, err := m.LoadData()
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if err != nil {
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return nil, err
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}
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if !data.GameState.HasSave {
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return nil, nil // No save exists
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}
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return &data.GameState, nil
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}
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// Writes game state to disk.
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func (m *Manager) SaveGameState(state *GameState) error {
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data, err := m.LoadData()
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if err != nil {
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// If load fails, create new data with this game state
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data = &Data{
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Settings: Settings{
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FPSMonitor: false,
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FPSCap: "60",
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},
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GameState: *state,
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}
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} else {
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data.GameState = *state
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}
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data.GameState.HasSave = true
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data.GameState.SavedAt = time.Now()
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return m.SaveData(data)
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}
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// Checks if a saved game exists.
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func (m *Manager) HasSavedGame() bool {
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data, err := m.LoadData()
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if err != nil {
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return false
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}
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return data.GameState.HasSave
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}
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// Removes the saved game.
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func (m *Manager) DeleteGameState() error {
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data, err := m.LoadData()
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if err != nil {
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return err
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}
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data.GameState = GameState{
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HasSave: false,
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}
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return m.SaveData(data)
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}
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// Returns the path to the save file.
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func (m *Manager) GetSaveFilePath() string {
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return m.dataPath
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}
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