Title screen, pause menu, settings dialog and savegames

- title screen (continue/new/load/settings/help) and Esc pause menu
- settings: language & sound, camera, graphics, game, rebindable keys;
  stored in localStorage and in every savegame (always applied on load)
- savegames as JSON (.dcsave): download, load via file picker or drag & drop
- autosave to localStorage every 2 minutes and when the tab is hidden/closed
- configurable wall detail, light count, interface size, game speed, hints
- audio behind a cargo feature so native tests run (cargo test --no-default-features)
- savegame round-trip test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-02 23:08:33 +01:00
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// Savegames: JSON with format tag and version, containing the game state, the camera
// and the player's settings (settings are always applied when a savegame is loaded).
use crate::game::Game;
use crate::render3d::Cam;
use crate::settings::Settings;
use serde::{Deserialize, Serialize};
pub const FORMAT: &str = "dungeoncraft-save";
pub const VERSION: u32 = 1;
pub const AUTOSAVE_KEY: &str = "dc.autosave";
#[derive(Serialize)]
struct SaveOut<'a> {
format: &'a str,
version: u32,
game: &'a Game,
camera: &'a Cam,
settings: &'a Settings,
}
#[derive(Deserialize)]
struct SaveIn {
format: String,
version: u32,
game: Game,
camera: Option<Cam>,
settings: Option<Settings>,
}
pub struct Loaded {
pub game: Game,
pub camera: Option<Cam>,
pub settings: Option<Settings>,
}
pub fn to_json(game: &Game, camera: &Cam, settings: &Settings) -> String {
serde_json::to_string(&SaveOut { format: FORMAT, version: VERSION, game, camera, settings }).unwrap_or_default()
}
// Err contains a language key describing the problem
pub fn from_bytes(data: &[u8]) -> Result<Loaded, &'static str> {
let s: SaveIn = serde_json::from_slice(data).map_err(|_| "save.err_invalid")?;
if s.format != FORMAT {
return Err("save.err_invalid");
}
if s.version > VERSION {
return Err("save.err_version");
}
let mut game = s.game;
game.recount();
Ok(Loaded { game, camera: s.camera, settings: s.settings })
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn save_roundtrip() {
let mut g = Game::new(42);
let (cx, cy) = g.map.core;
g.mark_rect(cx - 5, cy - 5, cx + 8, cy + 8, true);
for _ in 0..3000 {
g.update(0.05);
}
let cam = Cam::new(10.0, 20.0);
let mut settings = Settings::default();
settings.language = "de".into();
let json = to_json(&g, &cam, &settings);
println!("savegame size: {} KB", json.len() / 1024);
let l = from_bytes(json.as_bytes()).expect("load");
assert_eq!(l.game.time, g.time);
assert_eq!(l.game.ents.len(), g.ents.len());
assert_eq!(l.game.gold, g.gold);
assert!(l.game.map.t.iter().zip(g.map.t.iter()).all(|(a, b)| a.kind == b.kind && a.owner == b.owner && a.marked == b.marked));
assert_eq!(l.settings.unwrap().language, "de");
assert_eq!(l.camera.unwrap().tx, 10.0);
// the loaded game keeps running identically
let mut a = l.game;
let mut b = g;
for _ in 0..2000 {
a.update(0.05);
b.update(0.05);
}
assert_eq!(a.gold, b.gold);
assert_eq!(a.ents.len(), b.ents.len());
assert!(from_bytes(b"{\"format\":\"x\"}").is_err());
}
}