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

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@ -2,7 +2,7 @@
[ext_resource path="res://scripts/scaling.gd" type="Script" id=1]
[ext_resource path="res://graphics/borders/prideborder.png" type="Texture" id=2]
[ext_resource path="res://maps/canopy.tscn" type="PackedScene" id=3]
[ext_resource path="res://maps/level_select.tscn" type="PackedScene" id=3]
[ext_resource path="res://scripts/crt.gdshader" type="Shader" id=4]
[ext_resource path="res://scripts/theme.tres" type="Theme" id=5]
@ -48,7 +48,7 @@ size = Vector2( 256, 192 )
handle_input_locally = false
render_target_update_mode = 3
[node name="Map" parent="ViewportContainer/Viewport" instance=ExtResource( 3 )]
[node name="LevelSelect" parent="ViewportContainer/Viewport" instance=ExtResource( 3 )]
[node name="CheatLayer" type="CanvasLayer" parent="ViewportContainer/Viewport"]
layer = 127

36
game.gd
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@ -44,6 +44,9 @@ var current_level = 0 #Current level being played
var current_file = 1 #Current save file
var shards_collected = [false,false,false,false,false,false,false,false,false,false]
func _ready():
Save.load_file(current_file)
#Instances a node
func instance_node(node:PackedScene,x:float,y:float,parent):
var Instance = node.instance()
@ -80,25 +83,20 @@ func clear_collectibles():
#Save
func save():
var save = ConfigFile.new()
save.load(str("user://file") + str(Game.current_file) + str(".pr"))
if Game.shards == 5 && Game.golds == 50:
save.set_value(str(current_level),"100% High Score",Game.score)
save.set_value(str(current_level),"100% Time",Game.time)
else:
save.set_value(str(current_level),"Any% High Score",Game.score)
save.set_value(str(current_level),"Any% Time",Game.time)
if Game.shards_collected[0] == true: save.set_value(str(current_level),"Shard0",Game.shards_collected[0])
if Game.shards_collected[1] == true: save.set_value(str(current_level),"Shard1",Game.shards_collected[1])
if Game.shards_collected[2] == true: save.set_value(str(current_level),"Shard2",Game.shards_collected[2])
if Game.shards_collected[3] == true: save.set_value(str(current_level),"Shard3",Game.shards_collected[3])
if Game.shards_collected[4] == true: save.set_value(str(current_level),"Shard4",Game.shards_collected[4])
if Game.shards_collected[5] == true: save.set_value(str(current_level),"Shard5",Game.shards_collected[5])
if Game.shards_collected[6] == true: save.set_value(str(current_level),"Shard6",Game.shards_collected[6])
if Game.shards_collected[7] == true: save.set_value(str(current_level),"Shard7",Game.shards_collected[7])
if Game.shards_collected[8] == true: save.set_value(str(current_level),"Shard8",Game.shards_collected[8])
if Game.shards_collected[9] == true: save.set_value(str(current_level),"Shard9",Game.shards_collected[9])
save.save(str("user://file") + str(current_file) + str(".pr"))
var save_id = LevelData.levels[current_level].save_id
var save_data = Save.get_level_data(save_id)
var is_100 = shards >= 5 && golds >= 50
# set score and time depending on completion
if score > save_data["score_100" if is_100 else "score_any"]:
Save.set_score(save_id, score, is_100)
if time < save_data["time_100" if is_100 else "time_any"]:
Save.set_time(save_id, time, is_100)
# set shards
for i in 8:
if shards_collected[i]:
Save.set_shard_collected(save_id, i, true)
# save file
Save.save_file(current_file)
#Convert seconds into M:SS:MS
func timeify(input):

15
level_data.gd Normal file
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@ -0,0 +1,15 @@
tool
extends Node
export var levels = [] setget set_levels
func set_levels(value):
levels = value
for i in levels.size():
if !levels[i]:
levels[i] = LevelEntry.new()
levels[i].resource_name = "New Entry"
func _ready():
if !Engine.editor_hint:
print(levels[0].title)

35
level_data.tscn Normal file
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@ -0,0 +1,35 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://level_data.gd" type="Script" id=1]
[ext_resource path="res://maps/map01.tscn" type="PackedScene" id=2]
[ext_resource path="res://maps/canopy.tscn" type="PackedScene" id=3]
[ext_resource path="res://maps/cave.tscn" type="PackedScene" id=4]
[ext_resource path="res://scripts/level_entry.gd" type="Script" id=5]
[sub_resource type="Resource" id=1]
resource_name = "Verdant Hills"
script = ExtResource( 5 )
title = "Verdant Hills"
shard_titles = [ "Climb the Big Vine", "Next to the Lone Tree", "Slime's Treasure", "The Snake Pit", "5 Rainbow Stars", "Collection Bonus", "Time Bonus", "Life Bonus" ]
save_id = "hills"
scene = ExtResource( 2 )
[sub_resource type="Resource" id=2]
resource_name = "Shady Canopy"
script = ExtResource( 5 )
title = "Shady Canopy"
shard_titles = [ "Archer and His Friend", "Thirsty Spiders", "Spider's Den", "Dancing Above the Pond", "5 Rainbow Stars", "Collection Bonus", "Time Bonus", "Life Bonus" ]
save_id = "canopy"
scene = ExtResource( 3 )
[sub_resource type="Resource" id=3]
resource_name = "Blue Ray Cavern"
script = ExtResource( 5 )
title = "Blue Ray Cavern"
shard_titles = [ "Star-Crossed Lovers", "The Snail Cave", "Members Only!", "Over-Head Obstacle Course", "5 Rainbow Stars", "Collection Bonus", "Time Bonus", "Life Bonus" ]
save_id = "cave"
scene = ExtResource( 4 )
[node name="LevelData" type="Node"]
script = ExtResource( 1 )
levels = [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ) ]

View file

@ -29,7 +29,6 @@ extents = Vector2( 4, 128 )
[node name="Map" type="Node2D" groups=["map"]]
pause_mode = 1
script = ExtResource( 2 )
save_location = 2
music = ExtResource( 22 )
[node name="Camera2D" parent="." instance=ExtResource( 1 )]

View file

@ -31,7 +31,6 @@ extents = Vector2( 4, 96 )
[node name="Map2" type="Node2D" groups=["map"]]
pause_mode = 1
script = ExtResource( 11 )
save_location = 2
music = ExtResource( 12 )
[node name="Camera2D" parent="." instance=ExtResource( 6 )]

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]

View file

@ -46,16 +46,6 @@ text = "test text
"
align = 1
[node name="Golds" type="Label" parent="."]
visible = false
margin_left = 120.0
margin_top = 88.0
margin_right = 136.0
margin_bottom = 108.0
theme = ExtResource( 1 )
text = "00"
align = 1
[node name="HighScoreText" type="Label" parent="."]
margin_left = 56.0
margin_top = 62.0
@ -91,16 +81,6 @@ text = "100%
"
align = 1
[node name="HighScore" type="Label" parent="."]
visible = false
margin_left = 56.0
margin_top = 76.0
margin_right = 200.0
margin_bottom = 108.0
theme = ExtResource( 1 )
text = "000000"
align = 1
[node name="ShardTitle" type="Label" parent="."]
margin_left = 43.0
margin_top = 130.0
@ -177,37 +157,37 @@ position = Vector2( 196, 118 )
texture = ExtResource( 8 )
[node name="Shard" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 71, 115 )
[node name="Shard2" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 86, 115 )
[node name="Shard3" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 101, 115 )
[node name="Shard4" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 116, 115 )
[node name="Shard5" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 131, 115 )
[node name="Shard6" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 146, 115 )
[node name="Shard7" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 161, 115 )
[node name="Shard8" parent="ShardGraphics" instance=ExtResource( 9 )]
position = Vector2( 176, 115 )
[node name="Shard9" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 176, 115 )
[node name="Shard10" parent="ShardGraphics" instance=ExtResource( 9 )]
visible = false
position = Vector2( 191, 115 )
[node name="Gold" parent="." instance=ExtResource( 5 )]
visible = false
position = Vector2( 111, 91 )

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@ -1,7 +1,6 @@
extends Node2D
export var target_time_any = 0
export var target_time_100 = 0
export var save_location = 0
export (AudioStream) var music
#Bonuses
@ -11,7 +10,6 @@ var collectible_bonus = false
func _ready():
Game.play_sound(music,Game.ac_music)
Game.current_level = save_location
func _physics_process(delta):
if Game.golds == 50 && Game.shards == 5:

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@ -29,7 +29,6 @@ pause_mode = 1
script = ExtResource( 18 )
target_time_any = 70
target_time_100 = 180
save_location = 1
music = ExtResource( 19 )
[node name="Camera2D" parent="." instance=ExtResource( 8 )]

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@ -8,6 +8,16 @@
config_version=4
_global_script_classes=[ {
"base": "Resource",
"class": "LevelEntry",
"language": "GDScript",
"path": "res://scripts/level_entry.gd"
} ]
_global_script_class_icons={
"LevelEntry": ""
}
[application]
config/name="Hero Mark 2"
@ -18,6 +28,8 @@ config/icon="res://icon.png"
Game="*res://game.tscn"
Debug="*res://objects/debug.tscn"
LevelData="*res://level_data.tscn"
Save="*res://scripts/save.gd"
[display]

17
scripts/level_entry.gd Normal file
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@ -0,0 +1,17 @@
tool
class_name LevelEntry
extends Resource
export var title = "" setget set_title
export var shard_titles = [
"", "", "", "",
"5 Rainbow Stars",
"Collection Bonus",
"Time Bonus",
"Life Bonus"]
export var save_id = ""
export (PackedScene) var scene
func set_title(value):
title = value
resource_name = value

35
scripts/save.gd Normal file
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@ -0,0 +1,35 @@
extends Node
var file
func load_file(file_number):
var new_file = ConfigFile.new()
new_file.load("user://file%d.pr" % file_number)
file = new_file
func get_level_data(save_id):
var shards = []
shards.resize(8)
for i in 8:
shards[i] = file.get_value(save_id, "shard_%d" % i, false)
return {
# any% score and time
score_any = file.get_value(save_id, "score_any", 0),
time_any = file.get_value(save_id, "time_any", 0),
# 100% score and time
score_100 = file.get_value(save_id, "score_100", 0),
time_100 = file.get_value(save_id, "time_100", 0),
shards = shards
}
func set_shard_collected(save_id, index, collected = true):
file.set_value(save_id, "shard_%d" % index, collected)
func set_score(save_id, score, is_100 = false):
file.set_value(save_id, "score_100" if is_100 else "score_any", int(score))
func set_time(save_id, time, is_100 = false):
file.set_value(save_id, "time_100" if is_100 else "time_any", float(time))
func save_file(file_number):
file.save("user://file%d.pr" % file_number)