forked from team-sg/hero-mark-2
re-written save and level data system :)
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13 changed files with 177 additions and 93 deletions
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@ -1,27 +1,25 @@
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extends Node2D
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##Onreadys
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onready var levels = preload("res://maps/leveldata/levels.tres")
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#onready var levels = preload("res://maps/leveldata/levels.tres")
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onready var title = $Title
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onready var shard_title = $ShardTitle
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onready var shard_arrow = $ShardArrow
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onready var high_score = $HighScore
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onready var high_score_any = $HighScoreAny
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onready var high_score_100 = $HighScore100
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onready var golds = $Golds
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onready var levelarrow_up = $LevelArrowUp
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onready var levelarrow_down = $LevelArrowDown
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#Shards
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onready var shard0 = $ShardGraphics/Shard
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onready var shard1 = $ShardGraphics/Shard2
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onready var shard2 = $ShardGraphics/Shard3
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onready var shard3 = $ShardGraphics/Shard4
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onready var shard4 = $ShardGraphics/Shard5
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onready var shard5 = $ShardGraphics/Shard6
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onready var shard6 = $ShardGraphics/Shard7
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onready var shard7 = $ShardGraphics/Shard8
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onready var shard8 = $ShardGraphics/Shard9
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onready var shard9 = $ShardGraphics/Shard10
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onready var shards = [
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$ShardGraphics/Shard,
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$ShardGraphics/Shard2,
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$ShardGraphics/Shard3,
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$ShardGraphics/Shard4,
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$ShardGraphics/Shard5,
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$ShardGraphics/Shard6,
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$ShardGraphics/Shard7,
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$ShardGraphics/Shard8
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]
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##Runtime
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var save = 0
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var current_level = 0
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@ -29,20 +27,24 @@ 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(1)
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change_current_level(0)
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Game.ac_music.stop()
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func _physics_process(delta):
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if Input.is_action_just_pressed("ui_up"): change_current_level(-1)
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if Input.is_action_just_pressed("ui_down"): change_current_level(1)
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if Input.is_action_just_pressed("ui_left"): change_current_shard(-1)
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if Input.is_action_just_pressed("ui_right"): change_current_shard(1)
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# get current level's data
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var level = LevelData.levels[current_level]
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#Draw level title
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title.text = levels.level[current_level].level_title
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title.text = level.title
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#Draw Shard Title
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shard_title.text = levels.level[current_level].shard_title[current_shard]
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shard_title.text = level.shard_titles[current_shard]
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#Select level
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if Input.is_action_just_pressed("jump"):
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Game.change_map(levels.level[current_level].scene)
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Game.current_level = current_level
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Game.change_map(level.scene)
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func change_current_shard(amount):
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if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
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@ -51,13 +53,13 @@ func change_current_shard(amount):
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func change_current_level(amount):
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#Change level
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if current_level + amount != 0 && current_level + amount != levels.level.size(): #Check if in range
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if current_level + amount >= 0 && current_level + amount < LevelData.levels.size(): #Check if in range
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current_level += amount
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#Show arrows or don't
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if current_level == 1:
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if current_level == 0:
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levelarrow_up.visible = false
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levelarrow_down.visible = true
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elif current_level == levels.level.size() - 1:
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elif current_level == LevelData.levels.size() - 1:
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levelarrow_up.visible = true
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levelarrow_down.visible = false
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else:
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@ -67,23 +69,18 @@ func change_current_level(amount):
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current_shard = 0
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shard_arrow.position.x = 76
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#Load new data
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var save = ConfigFile.new()
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save.load(str("user://file") + str(Game.current_file) + str(".pr"))
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var str_level = str(current_level)
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#Draw score and golds
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# high_score.text = str("%04d" % save.get_value(str_level,"High Score",0))
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# golds.text = str("%02d" % save.get_value(str_level,"Golds",0))
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#Draw High Scores
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high_score_any.text = "Any%\n" + str("%05d" % save.get_value(str_level,"Any% High Score",0)) + "\n" + str(Game.timeify(save.get_value(str_level,"Any% Time",0)))
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high_score_100.text = "100%\n" + str("%05d" % save.get_value(str_level,"100% High Score",0)) + "\n" + str(Game.timeify(save.get_value(str_level,"100% Time",0)))
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#Draw shards collected
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shard0.visible = save.get_value(str_level,"Shard0",false)
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shard1.visible = save.get_value(str_level,"Shard1",false)
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shard2.visible = save.get_value(str_level,"Shard2",false)
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shard3.visible = save.get_value(str_level,"Shard3",false)
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shard4.visible = save.get_value(str_level,"Shard4",false)
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shard5.visible = save.get_value(str_level,"Shard5",false)
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shard6.visible = save.get_value(str_level,"Shard6",false)
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shard7.visible = save.get_value(str_level,"Shard7",false)
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shard8.visible = save.get_value(str_level,"Shard8",false)
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shard9.visible = save.get_value(str_level,"Shard9",false)
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var save_id = LevelData.levels[current_level].save_id
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var save_data = Save.get_level_data(save_id)
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# set any% scores
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high_score_any.text = "Any%%\n%05d\n%s" % [
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save_data.score_any,
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Game.timeify(save_data.time_any)
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]
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# set 100% scores
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high_score_100.text = "100%%\n%05d\n%s" % [
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save_data.score_100,
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Game.timeify(save_data.time_100)
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]
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# set collected shards
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for i in 8:
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shards[i].visible = save_data.shards[i]
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