Compare commits

..

2 Commits

Author SHA1 Message Date
tiger tiger tiger e09cfcdbba fix: stickies save positions now
feat: new sticky save and positioning logic
2026-01-16 16:30:58 +01:00
tiger tiger tiger 378fba363b fix: reduced offset of frame, now should frame things nicely 2026-01-16 14:15:59 +01:00
8 changed files with 165 additions and 66 deletions

View File

@ -1871,7 +1871,7 @@ light_size = 20.0
omni_range = 16.8518
[node name="MaskInteractable" parent="logic" instance=ExtResource("22_ks23q")]
transform = Transform3D(-0.8827416, 0, 0.4698562, 0, 1, 0, -0.4698562, 0, -0.8827416, 0.028929986, 0.58693635, 2.552513)
transform = Transform3D(-0.8827416, 0, 0.4698562, 0, 1, 0, -0.4698562, 0, -0.8827416, -0.032227404, 0.58693635, 2.5655098)
interaction = ExtResource("12_viwxf")
[node name="MindBoardInteractable" parent="logic" instance=ExtResource("22_ks23q")]

View File

@ -12,9 +12,10 @@ class_name SaveGame extends Resource
@export_flags_2d_physics var sequences_enabled: int = 63
# Board state - properly typed fields
@export var board_cards: Dictionary[StringName, Vector2] = {}
@export var board_stickies: Dictionary[StringName, Variant] = {}
@export var board_randoms: Array[StringName] = []
@export var board_positions: Dictionary[StringName, Vector2] = {} # Position of all cards and stickies
@export var board_attachments: Dictionary[StringName, StringName] = {} # Sticky name → Card name (if attached)
@export var board_in_panel: Array[StringName] = [] # Stickies currently in the side panel
@export var board_randoms: Array[StringName] = [] # Items picked randomly
@export var is_childhood_board_complete: bool = false
@export var player_position: Vector3 = Vector3.ZERO
@ -44,10 +45,7 @@ var completed_sequences: int:
var total_connections: int:
get:
var connections := 0
for sticky_position in board_stickies.values():
connections += int(sticky_position is String)
return connections
return board_attachments.size()
# === State Variables / External Data ===
## Where to save the savegame to / where it was loaded from
@ -179,16 +177,17 @@ func _validate() -> bool:
return _validate_board_state()
func _validate_board_state() -> bool:
# Validate cards
for card in board_cards.values():
if not card is Vector2:
push_error("Save %s: Corrupted cards" % unique_save_name)
# Validate positions
for position in board_positions.values():
if not position is Vector2:
push_error("Save %s: Corrupted board positions" % unique_save_name)
return false
# Validate stickies
for sticky in board_stickies.values():
if not (sticky is int or sticky is Vector2 or sticky is float or board_cards.has(sticky)):
push_error("Save %s: Corrupted sticky notes" % unique_save_name)
# Validate attachments (sticky must exist, card must exist)
for sticky_name in board_attachments.keys():
var card_name = board_attachments[sticky_name]
if not board_positions.has(card_name):
push_error("Save %s: Sticky '%s' attached to non-existent card '%s'" % [unique_save_name, sticky_name, card_name])
return false
return true

View File

@ -142,6 +142,7 @@ func _on_board_focused() -> void:
## Called when board loses focus
func _on_board_unfocused() -> void:
visible = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
if is_node_ready():
process_mode = Node.PROCESS_MODE_DISABLED
# Stop any active dragging
@ -172,12 +173,19 @@ func populate_board(card_names: Array[StringName]):
currently_active_node = dropzone.get_child(0)
## Generates a random position within the dropzone bounds
func _generate_random_position() -> Vector2:
return Vector2(
randi_range(dropzone_padding, int(dropzone_size.x)),
randi_range(dropzone_padding, int(dropzone_size.y))
)
func add_card(card: Card, re_parent:bool = true):
if re_parent:
card.reparent(self)
else:
add_child(card)
card.position = Vector2(randi_range(dropzone_padding, int(dropzone_size.x)), randi_range(dropzone_padding, int(dropzone_size.y)))
card.position = _generate_random_position()
insert_area(dropzone, card)
card.set_owner(self)
card.is_dragable = true
@ -524,75 +532,166 @@ func on_sticky_panel_cleared(at_id: int):
## Saves board state directly to SaveGame resource
func save_to_resource(savegame: SaveGame) -> void:
savegame.board_cards.clear()
savegame.board_stickies.clear()
savegame.board_positions.clear()
savegame.board_attachments.clear()
savegame.board_in_panel.clear()
savegame.board_randoms.clear()
print_debug("CardBoard: Saving board state...")
for child in dropzone.get_children():
if child is Card:
# Save position of Card
savegame.board_cards[child.name] = child.transform.origin
# Save card position (local to dropzone)
savegame.board_positions[child.name] = child.position
print_debug(" Card '%s' at %s" % [child.name, child.position])
if child.picked_random:
savegame.board_randoms.append(child.name)
var note: StickyNote = child.get_attached_sticky_note()
if note:
# Save Card Name as position of its children
savegame.board_stickies[child.get_attached_sticky_note().name] = child.name
if child.get_attached_sticky_note().picked_random:
savegame.board_randoms.append(child.get_attached_sticky_note().name)
# Save sticky attachment to card
savegame.board_attachments[note.name] = child.name
# Don't save position for attached stickies - it's determined by the card
print_debug(" Sticky '%s' attached to card '%s'" % [note.name, child.name])
if note.picked_random:
savegame.board_randoms.append(note.name)
elif child is StickyNote:
# Save position of StickyNote
savegame.board_cards[child.name] = child.transform.origin
# Save position of loose sticky on board (local to dropzone)
savegame.board_positions[child.name] = child.position
print_debug(" Loose sticky '%s' at %s" % [child.name, child.position])
if child.picked_random:
savegame.board_randoms.append(child.name)
for child in sticky_note_container.get_children():
if child is StickyNotePanel:
# Save all collected Stickies that are not on board
savegame.board_stickies[child.attached_sticky_note.name] = -1
if child is StickyNotePanel and child.attached_sticky_note:
# Save sticky in panel state
savegame.board_in_panel.append(child.attached_sticky_note.name)
print_debug(" Sticky '%s' in panel" % child.attached_sticky_note.name)
if child.attached_sticky_note.picked_random:
savegame.board_randoms.append(child.attached_sticky_note.name)
print_debug("CardBoard: Saved %d positions, %d attachments, %d in panel" % [
savegame.board_positions.size(),
savegame.board_attachments.size(),
savegame.board_in_panel.size()
])
func initialise_from_save(savegame: SaveGame) -> void:
# Early return if nothing to load
if savegame.board_cards.is_empty() and savegame.board_stickies.is_empty():
if savegame.board_positions.is_empty():
print_debug("CardBoard: No board state to load (save is empty or legacy format)")
return
# Collect all card names
var all_cards: Array[StringName]
for card_name: StringName in savegame.board_cards.keys():
all_cards.append(card_name)
for card_name: StringName in savegame.board_stickies.keys():
all_cards.append(card_name)
print_debug("CardBoard: Loading board state from save...")
print_debug(" Positions: %d, Attachments: %d, In panel: %d" % [
savegame.board_positions.size(),
savegame.board_attachments.size(),
savegame.board_in_panel.size()
])
var card_pile : Dictionary[String, Array] = HardCards.get_cards_by_name_array(all_cards)
# Collect all card/sticky names from all relevant dictionaries
var all_names: Array[StringName]
# Names from positions (cards and loose stickies)
for item_name: StringName in savegame.board_positions.keys():
if not all_names.has(item_name):
all_names.append(item_name)
# Sticky names from attachments
for sticky_name: StringName in savegame.board_attachments.keys():
if not all_names.has(sticky_name):
all_names.append(sticky_name)
# Card names from attachments (the values)
for card_name: StringName in savegame.board_attachments.values():
if not all_names.has(card_name):
all_names.append(card_name)
# Sticky names from panel
for item_name: StringName in savegame.board_in_panel:
if not all_names.has(item_name):
all_names.append(item_name)
print_debug(" Collected %d unique card/sticky names to load" % all_names.size())
var card_pile: Dictionary[String, Array] = HardCards.get_cards_by_name_array(all_names)
# Track cards by name for sticky note attachment
var cards_by_name: Dictionary = {}
# Calculate mementos collected (each memento gives 2 cards)
mementos_collected = int(card_pile["cards"].size() / 2.0)
print_debug(" Calculated mementos_collected: %d (from %d cards)" % [mementos_collected, card_pile["cards"].size()])
# Add all cards
print_debug(" Loading %d cards..." % card_pile["cards"].size())
for card: Card in card_pile["cards"]:
add_card(card, false)
card.transform.origin = savegame.board_cards[card.name]
add_child(card)
# Set position from save, or generate random if missing
if savegame.board_positions.has(card.name):
card.position = savegame.board_positions[card.name]
print_debug(" Card '%s' at %s" % [card.name, card.position])
else:
card.position = _generate_random_position()
print_debug(" Card '%s' - generated random position: %s" % [card.name, card.position])
insert_area(dropzone, card)
card.set_owner(self)
card.is_dragable = true
cards_by_name[card.name] = card
card.picked_random = savegame.board_randoms.has(card.card_id)
# Add all sticky notes
print_debug(" Loading %d stickies..." % card_pile["sticky_notes"].size())
for sticky: StickyNote in card_pile["sticky_notes"]:
var sticky_data = savegame.board_stickies[sticky.name]
if sticky_data is int:
if sticky_data == -1:
# Check if sticky is in panel
if savegame.board_in_panel.has(sticky.name):
add_sticky_note(sticky, false)
elif sticky_data is String:
# Attached to a card
cards_by_name[sticky_data].attach_sticky_note(sticky)
print_debug(" Sticky '%s' added to panel" % sticky.name)
# Check if sticky is attached to a card
elif savegame.board_attachments.has(sticky.name):
var card_name = savegame.board_attachments[sticky.name]
if cards_by_name.has(card_name):
# Must add sticky to scene tree BEFORE attach_sticky_note() can reparent it
add_child(sticky)
sticky.set_owner(self)
sticky.current_handle = self # Required for input handling
cards_by_name[card_name].attach_sticky_note(sticky)
print_debug(" Sticky '%s' attached to card '%s'" % [sticky.name, card_name])
else:
# Loose on board at position
push_warning("CardBoard: Sticky '%s' attached to non-existent card '%s', adding to panel" % [sticky.name, card_name])
add_sticky_note(sticky, false)
# Sticky is loose on board
else:
add_child(sticky)
# Set position from save, or generate random if missing
if savegame.board_positions.has(sticky.name):
sticky.position = savegame.board_positions[sticky.name]
print_debug(" Loose sticky '%s' at %s" % [sticky.name, sticky.position])
else:
sticky.position = _generate_random_position()
print_debug(" Loose sticky '%s' - generated random position: %s" % [sticky.name, sticky.position])
insert_area(dropzone, sticky)
sticky.transform.origin = sticky_data
sticky.set_owner(self)
sticky.current_handle = self # Required for input handling
sticky.on_board = true
sticky.attached_to = self
sticky.is_dragable = true
sticky.picked_random = savegame.board_randoms.has(sticky.sticky_id)
print_debug("CardBoard: Load complete!")
func try_select_nearest_card(from: Vector2, towards: Vector2, include_stickies: bool = false) -> bool:
var selection_transform := Transform2D(0, from).looking_at(from+towards)

View File

@ -8,6 +8,7 @@
size = Vector2(277, 231)
[node name="Card" type="Area2D"]
priority = 50
script = ExtResource("1_emip0")
text = "asdf"
metadata/_custom_type_script = "uid://ddy8kb2hjvgss"

View File

@ -9,6 +9,7 @@ radius = 48.0
height = 312.0
[node name="sticky-note" type="Area2D"]
priority = 100
script = ExtResource("1_yvh5n")
text = "card"
highlight_color = Color(1.2, 1.2, 1.2, 1)

View File

@ -16,7 +16,6 @@ script = ExtResource("1_ih54h")
metadata/_custom_type_script = "uid://bp6s7vhdd6btk"
[node name="Frame" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.15)
pixel_size = 0.0005
billboard = 1
no_depth_test = true