Save System Mk.III (and start of new difficulty system)
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8 changed files with 203 additions and 82 deletions
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@ -1,5 +1,12 @@
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extends Node
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enum Difficulty {
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SWEET, # slower enemies, infinite lives
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SALTY, # normal enemies, infinite lives
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SPICY, # normal enemies, 3 lives, DEFAULT
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PUNGENT, # faster enemies, 3 lives
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}
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var resolution = Vector2(256,192)
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var current_sector = Vector2(0,0)
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#Onreadys
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@ -22,17 +29,39 @@ var current_level = 0 #Current level being played
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var current_file = 1 #Current save file
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var shards_collected = [false,false,false,false,false,false,false,false,false,false]
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var is_marathon_mode = false
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var is_easy_mode = false
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var easy_mode_speed_factor = 0.75
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var difficulty: int = Difficulty.SPICY setget _set_difficulty
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var enemy_speed_factor: float = 1.0 # multiplier of enemy speed
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var is_easy_mode = false # whether to do easy-specific behaviors
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var easy_mode_speed_factor = 0.75 # DEPRECATED: speed enemies go in easy mode
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var use_lives = false
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var can_pause = true
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var current_palette = "default"
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func _ready():
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Save.load_file(current_file)
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Save.load_options()
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pause_mode = Node.PAUSE_MODE_PROCESS
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# stuff to change when setting difficulty
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func _set_difficulty(value: int) -> void:
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difficulty = value
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match difficulty:
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Difficulty.SWEET:
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is_easy_mode = true
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enemy_speed_factor = 0.75
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use_lives = false
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Difficulty.SALTY:
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is_easy_mode = false
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enemy_speed_factor = 1.0
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use_lives = false
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Difficulty.SPICY:
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is_easy_mode = false
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enemy_speed_factor = 1.0
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use_lives = true
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Difficulty.PUNGENT:
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is_easy_mode = false
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enemy_speed_factor = 1.25
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use_lives = true
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#Instances a node
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func instance_node(node:PackedScene,x:float,y:float,parent):
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var Instance = node.instance()
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@ -71,22 +100,32 @@ func clear_collectibles():
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#Save
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func save():
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# get level's save data object
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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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var is_100 = shards >= 5 && keys >= 50
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# set score and time depending on completion
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if score > save_data["score_100" if is_100 else "score_any"]:
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Save.set_score(save_id, score, is_100)
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if time < save_data["time_100" if is_100 else "time_any"]:
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Save.set_time(save_id, time, is_100)
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var save_data: Save.LevelSaveData = Save.current_file.levels[save_id]
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# save score and time depending on completion
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if shards >= 5 && keys >= 50:
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save_data.score_100 = max(save_data.score_100, score)
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save_data.time_100 = min(save_data.time_100, time)
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else:
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save_data.score_any = max(save_data.score_100, score)
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save_data.time_any = min(save_data.time_any, time)
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# set shards
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for i in 8:
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if shards_collected[i]:
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Save.set_shard_collected(save_id, i, true)
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# set options
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Save.set_options()
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# save file
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Save.save_file(current_file)
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save_data.shards_collected[i] = true
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# set keys
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save_data.keys_collected = max(save_data.keys_collected, keys)
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# add to playtime
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Save.current_file.play_time += time
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# save the file
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Save.current_file.save_to_file()
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#Convert seconds into M:SS:MS
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func timeify(input):
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@ -1,44 +1,127 @@
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extends Node
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var file
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## contains the save data for a single level
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class LevelSaveData:
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var save_id: String
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var score_any: int = 0
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var score_100: int = 0
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var time_any: float = INF
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var time_100: float = INF
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var keys_collected: int = 0
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var shards_collected: Array
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func _init(id: String) -> void:
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save_id = id
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shards_collected = []
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shards_collected.resize(8)
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for i in 8:
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shards_collected[i] = false
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## save the level data to the given ConfigFile
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func save_to_file(file: ConfigFile) -> void:
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# set scores
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file.set_value(save_id, "score_any", score_any)
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file.set_value(save_id, "score_100", score_100)
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# set times
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file.set_value(save_id, "time_any", time_any)
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file.set_value(save_id, "time_100", time_100)
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# set collected keys
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file.set_value(save_id, "keys", keys_collected)
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# set collected shards
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for i in 8:
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file.set_value(save_id, "shard_%d" % i, shards_collected[i])
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## loads level data from the given ConfigFile
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func load_from_file(file: ConfigFile) -> void:
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# get scores
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score_any = file.get_value(save_id, "score_any", 0)
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score_100 = file.get_value(save_id, "score_100", 0)
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# get times
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time_any = file.get_value(save_id, "time_any", INF)
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time_100 = file.get_value(save_id, "time_100", INF)
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# get collected keys
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keys_collected = file.get_value(save_id, "keys", keys_collected)
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# get collected shards
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for i in 8:
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shards_collected[i] = file.get_value(save_id, "shard_%d" % i, false)
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func load_file(file_number):
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var new_file = ConfigFile.new()
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new_file.load("user://file%d.pr" % file_number)
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file = new_file
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class SaveFile:
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# path of file to load/save from
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var file_path: String
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# name of the save file
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var name: String = ""
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# difficulty chosen for the file
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var difficulty: int = Game.Difficulty.SPICY
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# total play time
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var play_time: float = 0.0
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# dictionary of levels' save data
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var levels: Dictionary
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func _init(path: String) -> void:
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file_path = path
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levels = {}
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for level in LevelData.levels:
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levels[level.save_id] = LevelSaveData.new(level.save_id)
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# return total number of shards
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func get_total_shards() -> int:
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var total = 0
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for level in levels.values():
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total += level.shards_collected.count(true)
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return total
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# return total number of keys
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func get_total_keys() -> int:
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var total = 0
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for level in levels.values():
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total += level.keys_collected
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return total
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func load_from_file() -> void:
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var file = ConfigFile.new()
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file.load(file_path)
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# load name
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name = file.get_value("options", "name", "SG")
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# load difficulty
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difficulty = file.get_value("options", "difficulty", Game.Difficulty.SPICY)
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# load playtime
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play_time = file.get_value("options", "play_time", 0.0)
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# TODO: load bought palettes
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# TODO: load selected palette
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# load level save data
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for level_save in levels.values():
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level_save.load_from_file(file)
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func save_to_file() -> void:
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var file = ConfigFile.new()
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# save name
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file.set_value("options", "name", name)
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# save difficulty
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file.set_value("options", "difficulty", difficulty)
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# save playtime
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file.set_value("options", "play_time", play_time)
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# TODO: save bought palettes
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# TODO: save selected palette
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# save level data
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for level in levels.values():
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level.save_to_file(file)
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file.save(file_path)
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func get_level_data(save_id):
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var shards = []
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shards.resize(8)
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for i in 8:
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shards[i] = file.get_value(save_id, "shard_%d" % i, false)
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return {
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# any% score and time
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score_any = file.get_value(save_id, "score_any", 0),
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time_any = file.get_value(save_id, "time_any", INF),
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# 100% score and time
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score_100 = file.get_value(save_id, "score_100", 0),
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time_100 = file.get_value(save_id, "time_100", INF),
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shards = shards
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}
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var current_file: SaveFile = null
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func load_options():
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Game.use_lives = file.get_value("options","uselives",Game.use_lives)
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Game.is_easy_mode = file.get_value("game","easy",Game.is_easy_mode)
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func _ready() -> void:
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# TODO: make load last played file
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current_file = load_file("user://file1.pr")
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Game.difficulty = current_file.difficulty
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func set_shard_collected(save_id, index, collected = true):
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file.set_value(save_id, "shard_%d" % index, collected)
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func _on_letter_chosen(glyph: String):
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if current_file != null:
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current_file.name += glyph
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func set_score(save_id, score, is_100 = false):
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file.set_value(save_id, "score_100" if is_100 else "score_any", int(score))
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func set_options():
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file.set_value("options","uselives",Game.use_lives)
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file.set_value("game","easy",Game.is_easy_mode)
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save_file(Game.current_file)
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func set_time(save_id, time, is_100 = false):
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file.set_value(save_id, "time_100" if is_100 else "time_any", float(time))
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func save_file(file_number):
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file.save("user://file%d.pr" % file_number)
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func load_file(path: String) -> SaveFile:
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var file = SaveFile.new(path)
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file.load_from_file()
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return file
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