extends Node2D func _on_background_item_selected(index: int) -> void: $Background.texture = load($VBoxContainer/Background.get_item_metadata(index)) func _on_save_pressed() -> void: if $VBoxContainer/Name.text == "": return var data : Dictionary = { "name": $VBoxContainer/Name.text, "left": $VBoxContainer/Left.get_selected_text(), "right": $VBoxContainer/Right.get_selected_text(), "background": $VBoxContainer/Background.get_selected_text(), "data": [] } for row in 18: var s = "" for col in 13: var brick = get_node("Bricks/Row%d/Col%d" % [row, col]) s += brick.type data.data.push_back(s) DirAccess.make_dir_recursive_absolute("user://Levels") var f = FileAccess.open("user://Levels/%s.json" % data.name, FileAccess.WRITE) f.store_string(JSON.stringify(data, " ")) f.close() $VBoxContainer/Left.update_level_list() $VBoxContainer/Right.update_level_list() $VBoxContainer/Left.select_by_name(data.left) $VBoxContainer/Right.select_by_name(data.right) func _on_exit_pressed() -> void: get_tree().change_scene_to_file("res://Intro.tscn") func _on_load_pressed() -> void: $LoadPanel.show_panel() func _on_load_panel_load_file(filename: String) -> void: if FileAccess.file_exists(filename): var data = JSON.parse_string(FileAccess.get_file_as_string(filename)) if data != null: $VBoxContainer/Name.text = data.name $VBoxContainer/Left.select_by_name(data.left) $VBoxContainer/Right.select_by_name(data.right) $VBoxContainer/Background.select_by_name(data.background) $Background.texture = load($VBoxContainer/Background.get_selected_filename()) for row in 18: for col in 13: var brick = get_node("Bricks/Row%d/Col%d" % [row, col]) var c = data.data[row].substr(col, 1) brick.set_brick_type(c) func _on_new_pressed() -> void: $VBoxContainer/Name.text = "" $VBoxContainer/Left.select_by_name("DUNKANOID") $VBoxContainer/Right.select_by_name("DUNKANOID") $VBoxContainer/Background.select_by_name("BlueSlash") $Background.texture = load($VBoxContainer/Background.get_selected_filename()) for row in 18: for col in 13: var brick = get_node("Bricks/Row%d/Col%d" % [row, col]) brick.set_brick_type(" ")