reworking level loading logic
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@@ -1,5 +1,10 @@
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function exportLevel(levelname, dirname)
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dirname = "export/"..dirname
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if love.filesystem.exists(dirname) then
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-- TODO: prompt to overwrite
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error("file already exists")
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end
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local ok = love.filesystem.createDirectory(dirname)
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if not ok then
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@@ -17,7 +22,7 @@ function exportLevel(levelname, dirname)
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exportTable.objects = { spawns = {}, rooms = {} }
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logPrint(" - spawns")
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for i, v in ipairs(LoadedObjects.Spawns) do
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exportTable.objects.spawns = {v.archetype.name,{},v.args}
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--exportTable.objects.spawns = {v.archetype.name,{},v.args}
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end
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logPrint(" - rooms")
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@@ -26,8 +31,7 @@ function exportLevel(levelname, dirname)
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table.insert(exportTable.objects.rooms,{room:asRect():getCoords()})
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end
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logPrint("Writing to file...")
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-- FIXME: serialize_lua_table isn't real...
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local ok, err = love.filesystem.write(dirname.."/level.bin", serialize_lua_table("string", "", exportTable))
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local ok, err = love.filesystem.write(dirname.."/level.lua", "return "..serialize_lua_value(exportTable))
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if ok then
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logPrint("Exporting complete.")
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else
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