Experimented with game save and load functions

This commit is contained in:
2026-05-08 23:15:25 -04:00
parent fca99ae884
commit 7209b28993

View File

@@ -55,6 +55,11 @@ akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *even
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
{
return akgl_game_save("assets/savegame.bin");
}
akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
@@ -77,6 +82,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
game.screenwidth = 640;
game.screenheight = 480;
//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
CATCH(errctx, akgl_game_init());
CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
@@ -122,6 +128,12 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
control.handler_on = &music_toggle;
CATCH(errctx, akgl_controller_pushmap(0, &control));
// Save the game
control.key = SDLK_S;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &savegame;
CATCH(errctx, akgl_controller_pushmap(0, &control));
CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
} CLEANUP {