always save time and deaths
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1 changed files with 9 additions and 0 deletions
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@ -148,6 +148,7 @@ func change_map(map: PackedScene) -> void:
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var save_id = LevelData.levels[current_level].save_id
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var save_id = LevelData.levels[current_level].save_id
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var save_data: Save.LevelSaveData = Save.current_file.levels[save_id]
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var save_data: Save.LevelSaveData = Save.current_file.levels[save_id]
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save_data.deaths += deaths
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save_data.deaths += deaths
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Save.current_file.play_time += time
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Save.current_file.save_to_file()
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Save.current_file.save_to_file()
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# clear
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# clear
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clear_collectibles()
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clear_collectibles()
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@ -242,6 +243,9 @@ func format_time(seconds: float) -> String:
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#Restart level
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#Restart level
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func restart_level():
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func restart_level():
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if can_restart:
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if can_restart:
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Save.current_file.play_time += time
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Save.current_file.levels[LevelData.levels[current_level].save_id].deaths += deaths
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Save.current_file.save_to_file()
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clear_collectibles()
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clear_collectibles()
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Audio.ac_climb.stop()
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Audio.ac_climb.stop()
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Audio.ac_die.stop()
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Audio.ac_die.stop()
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@ -266,8 +270,13 @@ func has_collection_bonus():
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func _on_player_died() -> void:
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func _on_player_died() -> void:
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deaths += 1
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deaths += 1
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if use_lives and lives <= 0:
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if use_lives and lives <= 0:
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still_playing = false
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can_restart = false
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can_restart = false
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can_pause = false
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can_pause = false
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Save.current_file.play_time += time
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Save.current_file.levels[LevelData.levels[current_level].save_id].deaths += deaths
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Save.current_file.save_to_file()
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clear_collectibles()
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Audio.play_sound(Audio.a_game_over, Audio.ac_die)
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Audio.play_sound(Audio.a_game_over, Audio.ac_die)
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get_tree().get_nodes_in_group("player")[0].queue_free()
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get_tree().get_nodes_in_group("player")[0].queue_free()
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var time_tween = create_tween()
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var time_tween = create_tween()
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