extends Node
const SAVE_FILE : String = "user://SAVEFILE.save"
var game_data = {}
func _ready():
load_data()
func load_data():
var file = FileAccess.open(SAVE_FILE, FileAccess.READ)
if file == null:
game_data = {
"display_mode": 0,
"vsync_on": false,
"current_resolution_index": 0,
"master_volume": 0,
"music_volume": 0,
"sfx_volume": 0,
"move_up": KEY_W,
"move_left": KEY_A,
"move_down": KEY_S,
"move_right": KEY_D,
"attack": "m" + str(MOUSE_BUTTON_LEFT),
"move_up_controller": "j" + str(JOY_AXIS_LEFT_Y) + "/-1.00",
"move_left_controller": "j" + str(JOY_AXIS_LEFT_X) + "/-1.00",
"move_down_controller": "j" + str(JOY_AXIS_LEFT_Y) + "/1.00",
"move_right_controller": "j" + str(JOY_AXIS_LEFT_X) + "/1.00",
"attack_controller": "b" + str(JOY_BUTTON_A),
"aim_up_controller": "j" + str(JOY_AXIS_RIGHT_Y) + "/-1.00",
"aim_left_controller": "j" + str(JOY_AXIS_RIGHT_X) + "/-1.00",
"aim_down_controller": "j" + str(JOY_AXIS_RIGHT_Y) + "/1.00",
"aim_right_controller": "j" + str(JOY_AXIS_RIGHT_X) + "/1.00",
}
save_data()
else:
game_data = file.get_var()
file.close()
pass
func save_data():
var file = FileAccess.open(SAVE_FILE, FileAccess.WRITE)
file.store_var(game_data)
file.flush()