Texte, Tasten und Dateien

Alle Texte stehen in einer Tabelle mit Deutsch und Englisch, die das
Spiel zur Laufzeit liest. Die Tasten werden in Code angelegt, nach
physischer Position. SaveStore verwaltet den Spielerschlüssel dieser
Installation, schreibt den Speicherstand über eine temporäre Datei,
legt unbrauchbare Stände beiseite und behält die zehn neuesten
Aufzeichnungen.

Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-10-01 11:26:12 +02:00
parent 2607df8a97
commit ccf9813c80
16 changed files with 313 additions and 0 deletions
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keys,de,en
STONE_COUNT,Stein: %d,Stone: %d
SAVED,Gespeichert,Saved
SAVE_FAILED,Speichern fehlgeschlagen,Saving failed
LOADED,Spielstand geladen,Save loaded
LOAD_FAILED,Der Spielstand ließ sich nicht laden,The save could not be loaded
INVENTORY_FULL,Die Tasche ist voll,Your bag is full
PAUSED,Pause,Paused
SIMULATION_STOPPED,Die Simulation wurde angehalten,The simulation stopped
HELP,WASD: laufen · Linke Maustaste: Stein schlagen · F5: speichern · F9: laden · Esc: Pause,WASD: walk · Left mouse button: break rock · F5: save · F9: load · Esc: pause
1 keys de en
2 STONE_COUNT Stein: %d Stone: %d
3 SAVED Gespeichert Saved
4 SAVE_FAILED Speichern fehlgeschlagen Saving failed
5 LOADED Spielstand geladen Save loaded
6 LOAD_FAILED Der Spielstand ließ sich nicht laden The save could not be loaded
7 INVENTORY_FULL Die Tasche ist voll Your bag is full
8 PAUSED Pause Paused
9 SIMULATION_STOPPED Die Simulation wurde angehalten The simulation stopped
10 HELP WASD: laufen · Linke Maustaste: Stein schlagen · F5: speichern · F9: laden · Esc: Pause WASD: walk · Left mouse button: break rock · F5: save · F9: load · Esc: pause
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[remap]
importer="keep"
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class_name I18n
extends RefCounted
## Loads the game's texts from a CSV file: the first column holds the key,
## every further column one language, named in the first row.
##
## The file is read at run time. Its import setting is "keep", so Godot
## generates no translation files from it.
const TEXTS_FILE := "res://i18n/texts.csv"
static var _installed := false
## Adds the translations of TEXTS_FILE to the TranslationServer, once.
static func install() -> void:
if _installed:
return
for translation in load_translations(TEXTS_FILE):
TranslationServer.add_translation(translation)
_installed = true
## One Translation per language column of the CSV file at `path`.
static func load_translations(path: String) -> Array[Translation]:
var translations: Array[Translation] = []
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
push_error("texts not found: %s" % path)
return translations
var header := file.get_csv_line()
for column in range(1, header.size()):
var translation := Translation.new()
translation.locale = header[column]
translations.append(translation)
while not file.eof_reached():
var row := file.get_csv_line()
if row.size() < header.size() or row[0].is_empty():
continue
for column in range(1, header.size()):
translations[column - 1].add_message(row[0], row[column])
return translations
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uid://dy10r7pfqy63v
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class_name InputSetup
extends RefCounted
## Registers the game's input actions in code, so that project.godot holds no
## serialized input events. Keys are physical positions, so WASD stays in
## place on German keyboards too.
static func install() -> void:
_add_keys("move_up", [KEY_W, KEY_UP])
_add_keys("move_down", [KEY_S, KEY_DOWN])
_add_keys("move_left", [KEY_A, KEY_LEFT])
_add_keys("move_right", [KEY_D, KEY_RIGHT])
_add_keys("save_game", [KEY_F5])
_add_keys("load_game", [KEY_F9])
_add_keys("toggle_pause", [KEY_ESCAPE])
_add_mouse_button("dig", MOUSE_BUTTON_LEFT)
static func _add_keys(action: StringName, keys: Array[Key]) -> void:
if InputMap.has_action(action):
return
InputMap.add_action(action)
for key in keys:
var event := InputEventKey.new()
event.physical_keycode = key
InputMap.action_add_event(action, event)
static func _add_mouse_button(action: StringName, button: MouseButton) -> void:
if InputMap.has_action(action):
return
InputMap.add_action(action)
var event := InputEventMouseButton.new()
event.button_index = button
InputMap.action_add_event(action, event)
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uid://dvckt6ss6k4xi
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class_name SaveStore
extends RefCounted
## The game's files on the player's machine: the player key, the save and
## the session recordings for bug reports.
const KEY_FILE := "player.key"
const SAVE_FILE := "world.grw"
const RECORDINGS_DIR := "recordings"
## Recordings beyond this number are deleted, oldest first.
const KEEP_RECORDINGS := 10
const KEY_BYTES := 16
var base_dir: String
func _init(directory: String = "user://") -> void:
base_dir = directory
DirAccess.make_dir_recursive_absolute(base_dir)
## The key that identifies this installation in every world. It is created
## on first use and kept from then on.
func player_key() -> PackedByteArray:
var path := base_dir.path_join(KEY_FILE)
var key := FileAccess.get_file_as_bytes(path)
if key.size() != KEY_BYTES:
key = Crypto.new().generate_random_bytes(KEY_BYTES)
_write(path, key)
return key
func has_save() -> bool:
return FileAccess.file_exists(base_dir.path_join(SAVE_FILE))
func read_save() -> PackedByteArray:
return FileAccess.get_file_as_bytes(base_dir.path_join(SAVE_FILE))
## Writes the save through a temporary file, so that a crash while writing
## never destroys the previous save. Returns false if nothing was written.
func write_save(bytes: PackedByteArray) -> bool:
if bytes.is_empty():
return false
var path := base_dir.path_join(SAVE_FILE)
var temporary := path + ".tmp"
if not _write(temporary, bytes):
return false
return DirAccess.rename_absolute(temporary, path) == OK
## Moves an unusable save out of the way, so that the next save does not
## overwrite it. An older set-aside save is replaced. Returns the new path.
func set_aside_save() -> String:
var path := base_dir.path_join(SAVE_FILE)
var aside := path + ".broken"
DirAccess.rename_absolute(path, aside)
return aside
## Stores a session recording and deletes the oldest ones beyond
## KEEP_RECORDINGS. Returns the path, or an empty text if nothing was written.
func write_recording(bytes: PackedByteArray) -> String:
if bytes.is_empty():
return ""
var directory := base_dir.path_join(RECORDINGS_DIR)
DirAccess.make_dir_recursive_absolute(directory)
# Microseconds since 1970, padded so that names sort by age.
var stamp := int(Time.get_unix_time_from_system() * 1_000_000.0)
var path := directory.path_join("session-%016d.grwr" % stamp)
if not _write(path, bytes):
return ""
var names := recordings()
while names.size() > KEEP_RECORDINGS:
DirAccess.remove_absolute(directory.path_join(names[0]))
names.remove_at(0)
return path
## File names of the stored recordings, oldest first.
func recordings() -> PackedStringArray:
var names := DirAccess.get_files_at(base_dir.path_join(RECORDINGS_DIR))
names.sort()
return names
func _write(path: String, bytes: PackedByteArray) -> bool:
var file := FileAccess.open(path, FileAccess.WRITE)
if file == null:
return false
file.store_buffer(bytes)
file.close()
return true
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uid://cbp4jkbdfyawm
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class_name TestFiles
extends RefCounted
## Temporary folders below user://tests for tests that write files, so that
## tests never touch the player's real key, save or recordings.
static func temporary_dir(label: String) -> String:
var path := "user://tests".path_join("%s-%d" % [label, Time.get_ticks_usec()])
DirAccess.make_dir_recursive_absolute(path)
return path
static func remove_dir(path: String) -> void:
for file in DirAccess.get_files_at(path):
DirAccess.remove_absolute(path.path_join(file))
for directory in DirAccess.get_directories_at(path):
remove_dir(path.path_join(directory))
DirAccess.remove_absolute(path)
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uid://cjpx0i0uknopn
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extends TestCase
func _by_locale() -> Dictionary:
var result := {}
for translation in I18n.load_translations(I18n.TEXTS_FILE):
result[translation.locale] = translation
return result
func test_german_and_english_exist() -> void:
var translations := _by_locale()
check(translations.has("de"), "German")
check(translations.has("en"), "English")
func test_every_text_exists_in_every_language() -> void:
var translations := _by_locale()
var german: Translation = translations["de"]
var english: Translation = translations["en"]
var keys := german.get_message_list()
keys.sort()
var english_keys := english.get_message_list()
english_keys.sort()
check_eq(english_keys, keys, "the same keys")
for key in keys:
check(not String(german.get_message(key)).is_empty(), "German text for %s" % key)
check(not String(english.get_message(key)).is_empty(), "English text for %s" % key)
func test_the_stone_count_has_a_slot_for_the_number() -> void:
var translations := _by_locale()
for locale: String in translations:
var text := String(translations[locale].get_message("STONE_COUNT"))
check(text.contains("%d"), "%s: %s" % [locale, text])
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uid://qmoy6gvht6ba
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extends TestCase
func test_every_action_of_the_game_exists() -> void:
InputSetup.install()
for action in ["move_up", "move_down", "move_left", "move_right", "dig", "save_game", "load_game", "toggle_pause"]:
check(InputMap.has_action(action), "action %s" % action)
func test_installing_twice_adds_no_second_set_of_keys() -> void:
InputSetup.install()
var events := InputMap.action_get_events("move_up").size()
InputSetup.install()
check_eq(InputMap.action_get_events("move_up").size(), events, "same number of keys")
check_eq(events, 2, "W and the arrow key")
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uid://dxk7wymwduoy2
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extends TestCase
func test_the_player_key_is_created_once_and_kept() -> void:
var directory := TestFiles.temporary_dir("key")
var first := SaveStore.new(directory).player_key()
var second := SaveStore.new(directory).player_key()
check_eq(first.size(), SaveStore.KEY_BYTES, "sixteen bytes")
check_eq(second, first, "the same key on the next start")
TestFiles.remove_dir(directory)
func test_a_save_is_written_and_read_back() -> void:
var directory := TestFiles.temporary_dir("save")
var store := SaveStore.new(directory)
check(not store.has_save(), "no save at first")
check(store.write_save(PackedByteArray([1, 2, 3])), "written")
check(store.write_save(PackedByteArray([4, 5])), "overwritten")
check(store.has_save(), "a save exists")
check_eq(store.read_save(), PackedByteArray([4, 5]), "the newest save is read")
check(not FileAccess.file_exists(directory.path_join(SaveStore.SAVE_FILE + ".tmp")), "no temporary file is left")
TestFiles.remove_dir(directory)
func test_an_empty_save_is_not_written() -> void:
var directory := TestFiles.temporary_dir("empty")
var store := SaveStore.new(directory)
check(not store.write_save(PackedByteArray()), "refused")
check(not store.has_save(), "no file")
TestFiles.remove_dir(directory)
func test_an_unusable_save_can_be_set_aside() -> void:
var directory := TestFiles.temporary_dir("aside")
var store := SaveStore.new(directory)
store.write_save(PackedByteArray([9, 9]))
var aside := store.set_aside_save()
check(not store.has_save(), "the save is out of the way")
check_eq(FileAccess.get_file_as_bytes(aside), PackedByteArray([9, 9]), "its content is kept")
TestFiles.remove_dir(directory)
func test_only_the_newest_recordings_are_kept() -> void:
var directory := TestFiles.temporary_dir("recordings")
var store := SaveStore.new(directory)
var paths: PackedStringArray = []
for number in SaveStore.KEEP_RECORDINGS + 2:
paths.append(store.write_recording(PackedByteArray([number])))
OS.delay_usec(10)
var names := store.recordings()
check_eq(names.size(), SaveStore.KEEP_RECORDINGS, "only the newest are kept")
check(not FileAccess.file_exists(paths[0]), "the oldest is gone")
check(not FileAccess.file_exists(paths[1]), "the second oldest is gone")
check(FileAccess.file_exists(paths[paths.size() - 1]), "the newest is there")
check_eq(store.write_recording(PackedByteArray()), "", "an empty recording is not written")
TestFiles.remove_dir(directory)
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uid://cd4grmj44ifao