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The remaining editor strings and undo step names; component, field, enum, setting, diagnostic and Script API texts under schema.*, enum.*, setting.*, diag.* and api.*; the launcher, the in-game Settings View with a Language setting, the CLI and aego schema show --lang. Every documentation page has a .ru.md translation; the site has a full Russian tree with hreflang, a language switch and ru/llms.txt; aego docs check --lang ru. New doc.tutorial and doc.recipe icons. Fix: an animator restored by a rewind prepares its controller before the replayed step.
1.7 KiB
1.7 KiB
id, summary
| id | summary |
|---|---|
| aego/save | Сохраняет и загружает игры в именованных слотах, хранит значения узлов в OnSave и OnLoad и ведёт прогресс всей игры. |
Save и Load срабатывают в конце кадра. Put* вызывают в OnSave, а Get* — в OnLoad; их ключи принадлежат узлу. Значения SetGlobal* переносит каждое сохранение. В песочнице документации нет сохранений, поэтому этому примеру нужен проект. См. Сохранение игр.
Пример
package demo
import (
"aego/log"
"aego/save"
)
script Checkpoints {
var reached int
var frames int
func Ready() {
log.Info("runs so far " + string(save.GlobalInt("runs", 0)) + ", slot1 exists: " + string(save.Exists("slot1")))
save.SetGlobalInt("runs", save.GlobalInt("runs", 0) + 1)
}
func Update(dt float) {
frames++
if frames == 30 {
reached = 2
node.SetPosition(Vec2{5, 0})
save.Save("slot1")
log.Info("saved at checkpoint " + string(reached))
}
if frames == 31 {
log.Info("slot1 exists: " + string(save.Exists("slot1")))
}
}
func OnSave() {
save.PutInt("reached", reached)
save.PutVec2("respawn", node.Position())
}
func OnLoad() {
reached = save.GetInt("reached", 0)
node.SetPosition(save.GetVec2("respawn", Vec2{}))
log.Info("loaded checkpoint " + string(reached))
}
}