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using GeometryJump;
using GeometryJump.Level;
using Godot;
using System;
using System.Collections.Generic;
using System.Text.Json;
public partial class Level : Node2D
{
public LevelData level = new LevelData
{
LevelName = "Test",
LevelAuthor = "Xtimhedi",
LevelRenderPaths = new List<RenderPath>
{
new RenderPath{
Points = new System.Collections.Generic.List<PathNode>
{
new PathNode { NodeColor = Colors.Red, PosX = 0, PosY = 0 },
new PathNode { NodeColor = Colors.Red, PosX = 10, PosY = 0 },
new PathNode { NodeColor = Colors.Red, PosX = 10, PosY = 10 },
},
Vertcies = new System.Collections.Generic.List<int> { 0, 1, 2 }
}
}
};
public override void _Ready()
{
SerializeLevel();
GD.Print(Globals.BasePath);
}
public void SerializeLevel()
{
var options = new JsonSerializerOptions { WriteIndented = true };
string jsonString = JsonSerializer.Serialize(level, options);
string savePath = Globals.BasePath.PathJoin("level.json");
using var file = FileAccess.Open(savePath, FileAccess.ModeFlags.Write);
if (file != null)
{
file.StoreString(jsonString);
}
else
{
GD.PrintErr($"Failed to open path: {savePath}. Error: {FileAccess.GetOpenError()}");
}
}
public void RenderLevel()
{
foreach (RenderPath rp in level.LevelRenderPaths)
{
// setup pathing
List<PathNode> nodes = rp.Points;
List<int> verts = rp.Vertcies;
foreach (int vert in verts)
{
PathNode curNode = nodes[vert];
if (curNode != null)
{
}
}
}
}
}