re-written save and level data system :)

This commit is contained in:
Haze Weathers 2023-01-27 09:51:50 -05:00
parent f3debf74cf
commit 45ddbd5c04
13 changed files with 177 additions and 93 deletions

View file

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