Save System Mk.III (and start of new difficulty system)

This commit is contained in:
Haze Weathers 2023-06-29 22:07:54 -04:00
parent 746b9813e2
commit 4958c420d8
8 changed files with 203 additions and 82 deletions

View file

@ -1,5 +1,12 @@
extends Node extends Node
enum Difficulty {
SWEET, # slower enemies, infinite lives
SALTY, # normal enemies, infinite lives
SPICY, # normal enemies, 3 lives, DEFAULT
PUNGENT, # faster enemies, 3 lives
}
var resolution = Vector2(256,192) var resolution = Vector2(256,192)
var current_sector = Vector2(0,0) var current_sector = Vector2(0,0)
#Onreadys #Onreadys
@ -22,17 +29,39 @@ var current_level = 0 #Current level being played
var current_file = 1 #Current save file var current_file = 1 #Current save file
var shards_collected = [false,false,false,false,false,false,false,false,false,false] var shards_collected = [false,false,false,false,false,false,false,false,false,false]
var is_marathon_mode = false var is_marathon_mode = false
var is_easy_mode = false var difficulty: int = Difficulty.SPICY setget _set_difficulty
var easy_mode_speed_factor = 0.75 var enemy_speed_factor: float = 1.0 # multiplier of enemy speed
var is_easy_mode = false # whether to do easy-specific behaviors
var easy_mode_speed_factor = 0.75 # DEPRECATED: speed enemies go in easy mode
var use_lives = false var use_lives = false
var can_pause = true var can_pause = true
var current_palette = "default" var current_palette = "default"
func _ready(): func _ready():
Save.load_file(current_file)
Save.load_options()
pause_mode = Node.PAUSE_MODE_PROCESS pause_mode = Node.PAUSE_MODE_PROCESS
# stuff to change when setting difficulty
func _set_difficulty(value: int) -> void:
difficulty = value
match difficulty:
Difficulty.SWEET:
is_easy_mode = true
enemy_speed_factor = 0.75
use_lives = false
Difficulty.SALTY:
is_easy_mode = false
enemy_speed_factor = 1.0
use_lives = false
Difficulty.SPICY:
is_easy_mode = false
enemy_speed_factor = 1.0
use_lives = true
Difficulty.PUNGENT:
is_easy_mode = false
enemy_speed_factor = 1.25
use_lives = true
#Instances a node #Instances a node
func instance_node(node:PackedScene,x:float,y:float,parent): func instance_node(node:PackedScene,x:float,y:float,parent):
var Instance = node.instance() var Instance = node.instance()
@ -71,22 +100,32 @@ func clear_collectibles():
#Save #Save
func save(): func save():
# get level's save data object
var save_id = LevelData.levels[current_level].save_id var save_id = LevelData.levels[current_level].save_id
var save_data = Save.get_level_data(save_id) var save_data: Save.LevelSaveData = Save.current_file.levels[save_id]
var is_100 = shards >= 5 && keys >= 50
# set score and time depending on completion # save score and time depending on completion
if score > save_data["score_100" if is_100 else "score_any"]: if shards >= 5 && keys >= 50:
Save.set_score(save_id, score, is_100) save_data.score_100 = max(save_data.score_100, score)
if time < save_data["time_100" if is_100 else "time_any"]: save_data.time_100 = min(save_data.time_100, time)
Save.set_time(save_id, time, is_100) else:
save_data.score_any = max(save_data.score_100, score)
save_data.time_any = min(save_data.time_any, time)
# set shards # set shards
for i in 8: for i in 8:
if shards_collected[i]: if shards_collected[i]:
Save.set_shard_collected(save_id, i, true) save_data.shards_collected[i] = true
# set options
Save.set_options() # set keys
# save file save_data.keys_collected = max(save_data.keys_collected, keys)
Save.save_file(current_file)
# add to playtime
Save.current_file.play_time += time
# save the file
Save.current_file.save_to_file()
#Convert seconds into M:SS:MS #Convert seconds into M:SS:MS
func timeify(input): func timeify(input):

View file

@ -1,44 +1,127 @@
extends Node extends Node
var file ## contains the save data for a single level
class LevelSaveData:
var save_id: String
func load_file(file_number): var score_any: int = 0
var new_file = ConfigFile.new() var score_100: int = 0
new_file.load("user://file%d.pr" % file_number)
file = new_file
func get_level_data(save_id): var time_any: float = INF
var shards = [] var time_100: float = INF
shards.resize(8)
var keys_collected: int = 0
var shards_collected: Array
func _init(id: String) -> void:
save_id = id
shards_collected = []
shards_collected.resize(8)
for i in 8: for i in 8:
shards[i] = file.get_value(save_id, "shard_%d" % i, false) shards_collected[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", INF),
# 100% score and time
score_100 = file.get_value(save_id, "score_100", 0),
time_100 = file.get_value(save_id, "time_100", INF),
shards = shards
}
func load_options(): ## save the level data to the given ConfigFile
Game.use_lives = file.get_value("options","uselives",Game.use_lives) func save_to_file(file: ConfigFile) -> void:
Game.is_easy_mode = file.get_value("game","easy",Game.is_easy_mode) # set scores
file.set_value(save_id, "score_any", score_any)
file.set_value(save_id, "score_100", score_100)
# set times
file.set_value(save_id, "time_any", time_any)
file.set_value(save_id, "time_100", time_100)
# set collected keys
file.set_value(save_id, "keys", keys_collected)
# set collected shards
for i in 8:
file.set_value(save_id, "shard_%d" % i, shards_collected[i])
func set_shard_collected(save_id, index, collected = true): ## loads level data from the given ConfigFile
file.set_value(save_id, "shard_%d" % index, collected) func load_from_file(file: ConfigFile) -> void:
# get scores
score_any = file.get_value(save_id, "score_any", 0)
score_100 = file.get_value(save_id, "score_100", 0)
# get times
time_any = file.get_value(save_id, "time_any", INF)
time_100 = file.get_value(save_id, "time_100", INF)
# get collected keys
keys_collected = file.get_value(save_id, "keys", keys_collected)
# get collected shards
for i in 8:
shards_collected[i] = file.get_value(save_id, "shard_%d" % i, false)
func set_score(save_id, score, is_100 = false): class SaveFile:
file.set_value(save_id, "score_100" if is_100 else "score_any", int(score)) # path of file to load/save from
var file_path: String
# name of the save file
var name: String = ""
# difficulty chosen for the file
var difficulty: int = Game.Difficulty.SPICY
# total play time
var play_time: float = 0.0
# dictionary of levels' save data
var levels: Dictionary
func set_options(): func _init(path: String) -> void:
file.set_value("options","uselives",Game.use_lives) file_path = path
file.set_value("game","easy",Game.is_easy_mode) levels = {}
save_file(Game.current_file) for level in LevelData.levels:
levels[level.save_id] = LevelSaveData.new(level.save_id)
func set_time(save_id, time, is_100 = false): # return total number of shards
file.set_value(save_id, "time_100" if is_100 else "time_any", float(time)) func get_total_shards() -> int:
var total = 0
for level in levels.values():
total += level.shards_collected.count(true)
return total
func save_file(file_number): # return total number of keys
file.save("user://file%d.pr" % file_number) func get_total_keys() -> int:
var total = 0
for level in levels.values():
total += level.keys_collected
return total
func load_from_file() -> void:
var file = ConfigFile.new()
file.load(file_path)
# load name
name = file.get_value("options", "name", "SG")
# load difficulty
difficulty = file.get_value("options", "difficulty", Game.Difficulty.SPICY)
# load playtime
play_time = file.get_value("options", "play_time", 0.0)
# TODO: load bought palettes
# TODO: load selected palette
# load level save data
for level_save in levels.values():
level_save.load_from_file(file)
func save_to_file() -> void:
var file = ConfigFile.new()
# save name
file.set_value("options", "name", name)
# save difficulty
file.set_value("options", "difficulty", difficulty)
# save playtime
file.set_value("options", "play_time", play_time)
# TODO: save bought palettes
# TODO: save selected palette
# save level data
for level in levels.values():
level.save_to_file(file)
file.save(file_path)
var current_file: SaveFile = null
func _ready() -> void:
# TODO: make load last played file
current_file = load_file("user://file1.pr")
Game.difficulty = current_file.difficulty
func _on_letter_chosen(glyph: String):
if current_file != null:
current_file.name += glyph
func load_file(path: String) -> SaveFile:
var file = SaveFile.new(path)
file.load_from_file()
return file

View file

@ -32,6 +32,7 @@ export var target_time_any = 0
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
easy_mode_text.text = "difficulty: %s, X to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty]
Fade.fade_in(0.000000000000001) Fade.fade_in(0.000000000000001)
change_current_level(Game.current_level) change_current_level(Game.current_level)
Audio.ac_music.stop() Audio.ac_music.stop()
@ -53,20 +54,8 @@ func _physics_process(delta):
Game.change_map(level.scene) Game.change_map(level.scene)
#Toggle lives mode #Toggle lives mode
if Input.is_action_just_pressed("ui_cancel"): if Input.is_action_just_pressed("ui_cancel"):
Game.use_lives = !Game.use_lives Game.difficulty = (Game.difficulty + 1) % 4
Save.set_options() easy_mode_text.text = "difficulty: %s, X to change" % ["sweet", "salty", "spicy", "pungent"][Game.difficulty]
if Game.use_lives:
lives_mode_text.text = "lives are on press z to change this"
else:
lives_mode_text.text = "lives are off press z to change this"
#Toggle easy mode
if Input.is_action_just_pressed("sword"):
Game.is_easy_mode = !Game.is_easy_mode
Save.set_options()
if Game.is_easy_mode:
easy_mode_text.text = "easy is on press c to change this"
else:
easy_mode_text.text = "easy is off press c to change this"
func change_current_shard(amount): func change_current_shard(amount):
if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
@ -92,7 +81,7 @@ func change_current_level(amount):
shard_arrow.position.x = 76 shard_arrow.position.x = 76
#Load new data #Load new data
var save_id = LevelData.levels[current_level].save_id var save_id = LevelData.levels[current_level].save_id
var save_data = Save.get_level_data(save_id) var save_data = Save.current_file.levels[save_id]
# set any% scores # set any% scores
high_score_any.text = "Any%%\n%05d\n%s" % [ high_score_any.text = "Any%%\n%05d\n%s" % [
save_data.score_any, save_data.score_any,
@ -105,4 +94,4 @@ func change_current_level(amount):
] ]
# set collected shards # set collected shards
for i in 8: for i in 8:
shards[i].visible = save_data.shards[i] shards[i].visible = save_data.shards_collected[i]

View file

@ -124,10 +124,11 @@ margin_top = 3.0
margin_right = 256.0 margin_right = 256.0
margin_bottom = 13.0 margin_bottom = 13.0
theme = ExtResource( 1 ) theme = ExtResource( 1 )
text = "easy is off press c to change this" text = "difficulty"
align = 1 align = 1
[node name="LivesModeText" type="Label" parent="."] [node name="LivesModeText" type="Label" parent="."]
visible = false
material = ExtResource( 10 ) material = ExtResource( 10 )
margin_left = 2.0 margin_left = 2.0
margin_top = 180.0 margin_top = 180.0

View file

@ -43,6 +43,12 @@ material = SubResource( 2 )
margin_right = 256.0 margin_right = 256.0
margin_bottom = 192.0 margin_bottom = 192.0
[node name="DeleteBackground" type="ColorRect" parent="."]
visible = false
material = SubResource( 3 )
margin_right = 256.0
margin_bottom = 192.0
[node name="Panel" parent="." instance=ExtResource( 1 )] [node name="Panel" parent="." instance=ExtResource( 1 )]
margin_left = 12.0 margin_left = 12.0
margin_top = 64.0 margin_top = 64.0
@ -92,8 +98,3 @@ texture_normal = ExtResource( 9 )
texture_focused = ExtResource( 9 ) texture_focused = ExtResource( 9 )
expand = true expand = true
stretch_mode = 3 stretch_mode = 3
[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource( 3 )
margin_right = 256.0
margin_bottom = 192.0

View file

@ -2,11 +2,15 @@ extends Panel
export var number = 1 export var number = 1
var file: Save.SaveFile
func _ready(): func _ready():
var file = File.new() if File.new().file_exists("user://file%d.pr" % number):
if !file.file_exists("user://file" + str(number) + ".pr"): file = Save.load_file("user://file%d.pr" % number)
$"%Name".text = file.name
$"%ShardCounter".text = "%02d" % file.get_total_shards()
$"%KeyCounter".text = "%03d" % file.get_total_keys()
$"%TimeCounter".text = "%02d:%02d" % [file.play_time / 3600.0, fmod(file.play_time / 60.0, 60.0)]
else:
$FileExists.visible = false $FileExists.visible = false
$FileDoesNotExist.visible = true $FileDoesNotExist.visible = true
else:
#Fill out info
pass

View file

@ -35,6 +35,7 @@ align = 1
[node name="FileExists" type="Node2D" parent="."] [node name="FileExists" type="Node2D" parent="."]
[node name="Name" type="Label" parent="FileExists"] [node name="Name" type="Label" parent="FileExists"]
unique_name_in_owner = true
margin_left = 8.0 margin_left = 8.0
margin_top = 4.0 margin_top = 4.0
margin_right = 64.0 margin_right = 64.0
@ -43,6 +44,7 @@ text = "SG"
align = 1 align = 1
[node name="TimeCounter" type="Label" parent="FileExists"] [node name="TimeCounter" type="Label" parent="FileExists"]
unique_name_in_owner = true
margin_left = 3.0 margin_left = 3.0
margin_top = 50.0 margin_top = 50.0
margin_right = 69.0 margin_right = 69.0
@ -60,6 +62,7 @@ texture = ExtResource( 8 )
stretch_mode = 4 stretch_mode = 4
[node name="ShardCounter" type="Label" parent="FileExists"] [node name="ShardCounter" type="Label" parent="FileExists"]
unique_name_in_owner = true
margin_left = 43.0 margin_left = 43.0
margin_top = 20.0 margin_top = 20.0
margin_right = 67.0 margin_right = 67.0
@ -67,6 +70,7 @@ margin_bottom = 30.0
text = "00" text = "00"
[node name="KeyCounter" type="Label" parent="FileExists"] [node name="KeyCounter" type="Label" parent="FileExists"]
unique_name_in_owner = true
margin_left = 43.0 margin_left = 43.0
margin_top = 33.0 margin_top = 33.0
margin_right = 64.0 margin_right = 64.0

View file

@ -71,10 +71,10 @@ config/icon="res://icon.png"
[autoload] [autoload]
Border="*res://autoloads/border.tscn" Border="*res://autoloads/border.tscn"
Save="*res://autoloads/save.gd"
Game="*res://autoloads/game.gd" Game="*res://autoloads/game.gd"
Audio="*res://autoloads/audio.tscn" Audio="*res://autoloads/audio.tscn"
LevelData="*res://autoloads/level_data.tscn" LevelData="*res://autoloads/level_data.tscn"
Save="*res://autoloads/save.gd"
Debug="*res://autoloads/debug.tscn" Debug="*res://autoloads/debug.tscn"
Options="*res://autoloads/options.gd" Options="*res://autoloads/options.gd"
TouchControls="*res://autoloads/touch_controls.tscn" TouchControls="*res://autoloads/touch_controls.tscn"