forked from team-sg/hero-mark-2
added saving
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40 changed files with 625 additions and 88 deletions
79
maps/level_select.gd
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79
maps/level_select.gd
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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 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 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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##Runtime
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var save = 0
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var current_level = 0
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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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pass
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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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#Draw level title
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title.text = levels.level[current_level].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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func change_current_shard(amount):
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if current_shard + amount != -1 && current_shard + amount != 10: #Check if in range
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current_shard += amount
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shard_arrow.position.x += 15 * amount
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func change_current_level(amount):
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if current_level + amount != -1 && current_level + amount != levels.level.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 == 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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levelarrow_up.visible = true
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levelarrow_down.visible = false
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else:
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levelarrow_down.visible = true
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levelarrow_up.visible = true
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#Return Shard select
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current_shard = 0
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shard_arrow.position.x = 61
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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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#Draw score and golds
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high_score.text = str("%06d" % save.get_value(str(current_level),"High Score",0))
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golds.text = str("%02d" % save.get_value(str(current_level),"Golds",0))
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#Draw shards collected
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shard0.visible = save.get_value(str(current_level),"Shard0",false)
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shard1.visible = save.get_value(str(current_level),"Shard1",false)
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shard2.visible = save.get_value(str(current_level),"Shard2",false)
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shard3.visible = save.get_value(str(current_level),"Shard3",false)
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shard4.visible = save.get_value(str(current_level),"Shard4",false)
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shard5.visible = save.get_value(str(current_level),"Shard5",false)
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shard6.visible = save.get_value(str(current_level),"Shard6",false)
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shard7.visible = save.get_value(str(current_level),"Shard7",false)
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shard8.visible = save.get_value(str(current_level),"Shard8",false)
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shard9.visible = save.get_value(str(current_level),"Shard9",false)
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