Save editor player positions by default
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parent
c3a2692351
commit
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2 changed files with 4 additions and 27 deletions
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@ -469,8 +469,8 @@ local function saveRoomFromEditor()
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return
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end
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local savePlayerPositions = love.keyboard.isDown("lshift", "rshift")
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if not currentRoom:saveToSource(name, savePlayerPositions, oldName) then
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local savePlayerPositions = not love.keyboard.isDown("lshift", "rshift")
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if not currentRoom:saveToSource(name, savePlayerPositions) then
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editorStatus = "Could not save '" .. name .. "'."
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return
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end
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@ -492,7 +492,7 @@ local function saveRoomFromEditor()
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editorRoomName = name
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roomNameField:editText(name)
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activeField = nil
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editorStatus = "Saved source level '" .. name .. "'" .. (savePlayerPositions and " with player positions." or ".")
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editorStatus = "Saved source level '" .. name .. "'" .. (savePlayerPositions and " with player positions." or " without player positions.")
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end
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local function clearRuntimeSaves()
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25
room.lua
25
room.lua
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@ -662,32 +662,9 @@ end
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-- This is intentionally separate from Room:save. It is the editor's explicit
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-- "write this level into the project" action; gameplay autosaves must never
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-- call it.
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function Room:saveToSource(name, savePlayerPositions, playerSourceName)
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function Room:saveToSource(name, savePlayerPositions)
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name = name or self.name or "test"
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local saveTable = self:serialize(savePlayerPositions ~= false)
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if savePlayerPositions == false then
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-- A normal editor save keeps the authored spawn positions from the
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-- existing source level. During a rename that source is still oldName.
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local sourceName = playerSourceName or name
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local existing = readFromSource("rooms/" .. sourceName .. ".sav")
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local keptPlayer = false
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if existing then
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local previous = TSerial.unpack(existing)
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for _, object in ipairs(previous.objects or {}) do
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if object.class == "player" then
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table.insert(saveTable.objects, object)
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keptPlayer = true
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end
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end
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end
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-- A newly named blank level has no prior source spawn to retain.
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if not keptPlayer then
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for color, player in pairs(self.player) do
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local pos = player:getGridPos()
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table.insert(saveTable.objects, { class = "player", color = color, x = pos.x, y = pos.y })
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end
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end
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end
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local room = TSerial.pack(saveTable, nil, true)
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return writeToSource("rooms/" .. name .. ".sav", room)
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end
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