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Clauvin avatar Clauvin commented on June 30, 2024

I found out part of the problem: the equation to see if time has passed does not consider that the game has been saved. So, with the absence of data to indicate that yes, the game loaded a file, it automatically uses Time.time to check if a week should pass, and if more than 5 seconds (time of a week) have passed...

...the game jumps to the next week.

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Clauvin avatar Clauvin commented on June 30, 2024

How to solve it: the act of saving have to store data that will be used when loading to avoid the week jumped.

That data also have to store precisely the time left for that week.

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Clauvin avatar Clauvin commented on June 30, 2024

To fix this problem, first the save/load function needs to exist in its proper place.

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Clauvin avatar Clauvin commented on June 30, 2024

This bug covers more than ONE problem: everything that runs based in Time.time makes the save/load be partially ignored.

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Clauvin avatar Clauvin commented on June 30, 2024

Ok, or I fix every single class, OR the Time.time.

...time to reflect a bit about it.

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Clauvin avatar Clauvin commented on June 30, 2024

Better to create a Time Class than fix EVERY SINGLE class.

Well, it's late. Will set the skeleton today.

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Clauvin avatar Clauvin commented on June 30, 2024

Or better. If the player can in the final version save/load while the game is paused, first I will implement save/load as they should be used.

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Clauvin avatar Clauvin commented on June 30, 2024

Done, time to create the Time class. Or better, the Timer class.

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Clauvin avatar Clauvin commented on June 30, 2024

The bug hunting must go on...

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Clauvin avatar Clauvin commented on June 30, 2024

So. I guess all time bugs are done. Finally.

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