forked from team-sg/hero-mark-2
level select and save improvments
- level select starts on the stage you just came from - default time from save file is INF, so any actual time will get saved - INF renders as "-:--:--" to indicate a time has not been set
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parent
12825c3e61
commit
076a91b43b
3 changed files with 8 additions and 6 deletions
8
game.gd
8
game.gd
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@ -100,11 +100,13 @@ func save():
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#Convert seconds into M:SS:MS
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func timeify(input):
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var minutes = str(floor(input / 60))
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var seconds = floor(fmod(input,60))
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var milliseconds := floor(fmod(input, 1) * 100)
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if input < 600:
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var minutes = str(floor(input / 60))
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var seconds = floor(fmod(input,60))
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var milliseconds := floor(fmod(input, 1) * 100)
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return minutes + ":" + ("%02d" % seconds) + ":" + ("%02d" % milliseconds)
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elif input == INF:
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return "-:--:--"
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else:
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return "9:59:99"
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@ -27,7 +27,7 @@ var current_shard = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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change_current_level(0)
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change_current_level(Game.current_level)
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Game.ac_music.stop()
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func _physics_process(delta):
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@ -15,10 +15,10 @@ func get_level_data(save_id):
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return {
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# any% score and time
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score_any = file.get_value(save_id, "score_any", 0),
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time_any = file.get_value(save_id, "time_any", 0),
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time_any = file.get_value(save_id, "time_any", INF),
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# 100% score and time
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score_100 = file.get_value(save_id, "score_100", 0),
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time_100 = file.get_value(save_id, "time_100", 0),
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time_100 = file.get_value(save_id, "time_100", INF),
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shards = shards
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}
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