Godot WIP
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@@ -1,6 +1,51 @@
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extends Node
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extends Node2D
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# Declare an empty dictionary object
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var game = {}
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# asdfasdfasdfadsf asdf asdfa sdfadf
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func _ready():
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# Initialize a player dictionary
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var player = {
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"name": "Thor",
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"inventory": ["sword", "shield", "map"],
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"location": "Castellion",
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"energy": 67
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}
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if game.empty():
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# Add data to the game dictionary
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game["player"] = player
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game["score"] = 0
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game["dummy"] = null
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if game.has("dummy"):
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game.erase("dummy")
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print(game.get("dummy", "Key not found!"))
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if game.has_all(["player", "score"]):
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print(game["player"]["name"])
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player["energy"] += 1
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print(game.keys().size())
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print(game.size())
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print(player.values()[0])
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# Alternative way to initialize a dictionary
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var d = {
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a = {
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a1 = {
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a11 = 1, a12 = 2
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},
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a2 = 3
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},
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b = 1
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}
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# Make copies of the dictionary
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var deep_copy = d.duplicate(true)
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var shallow_copy = d.duplicate()
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print(deep_copy)
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# I expected the shallow copy to be truncated
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print(shallow_copy)
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