re-written save and level data system :)
This commit is contained in:
parent
f3debf74cf
commit
b92c63545a
13 changed files with 177 additions and 93 deletions
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@ -2,7 +2,7 @@
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[ext_resource path="res://scripts/scaling.gd" type="Script" id=1]
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[ext_resource path="res://graphics/borders/prideborder.png" type="Texture" id=2]
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[ext_resource path="res://maps/canopy.tscn" type="PackedScene" id=3]
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[ext_resource path="res://maps/level_select.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scripts/crt.gdshader" type="Shader" id=4]
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[ext_resource path="res://scripts/theme.tres" type="Theme" id=5]
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@ -48,7 +48,7 @@ size = Vector2( 256, 192 )
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handle_input_locally = false
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render_target_update_mode = 3
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[node name="Map" parent="ViewportContainer/Viewport" instance=ExtResource( 3 )]
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[node name="LevelSelect" parent="ViewportContainer/Viewport" instance=ExtResource( 3 )]
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[node name="CheatLayer" type="CanvasLayer" parent="ViewportContainer/Viewport"]
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layer = 127
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36
game.gd
36
game.gd
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@ -44,6 +44,9 @@ 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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func _ready():
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Save.load_file(current_file)
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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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@ -80,25 +83,20 @@ func clear_collectibles():
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#Save
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func save():
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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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if Game.shards == 5 && Game.golds == 50:
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save.set_value(str(current_level),"100% High Score",Game.score)
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save.set_value(str(current_level),"100% Time",Game.time)
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else:
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save.set_value(str(current_level),"Any% High Score",Game.score)
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save.set_value(str(current_level),"Any% Time",Game.time)
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if Game.shards_collected[0] == true: save.set_value(str(current_level),"Shard0",Game.shards_collected[0])
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if Game.shards_collected[1] == true: save.set_value(str(current_level),"Shard1",Game.shards_collected[1])
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if Game.shards_collected[2] == true: save.set_value(str(current_level),"Shard2",Game.shards_collected[2])
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if Game.shards_collected[3] == true: save.set_value(str(current_level),"Shard3",Game.shards_collected[3])
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if Game.shards_collected[4] == true: save.set_value(str(current_level),"Shard4",Game.shards_collected[4])
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if Game.shards_collected[5] == true: save.set_value(str(current_level),"Shard5",Game.shards_collected[5])
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if Game.shards_collected[6] == true: save.set_value(str(current_level),"Shard6",Game.shards_collected[6])
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if Game.shards_collected[7] == true: save.set_value(str(current_level),"Shard7",Game.shards_collected[7])
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if Game.shards_collected[8] == true: save.set_value(str(current_level),"Shard8",Game.shards_collected[8])
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if Game.shards_collected[9] == true: save.set_value(str(current_level),"Shard9",Game.shards_collected[9])
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save.save(str("user://file") + str(current_file) + str(".pr"))
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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 && golds >= 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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# 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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# save file
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Save.save_file(current_file)
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#Convert seconds into M:SS:MS
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func timeify(input):
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15
level_data.gd
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15
level_data.gd
Normal file
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@ -0,0 +1,15 @@
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tool
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extends Node
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export var levels = [] setget set_levels
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func set_levels(value):
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levels = value
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for i in levels.size():
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if !levels[i]:
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levels[i] = LevelEntry.new()
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levels[i].resource_name = "New Entry"
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func _ready():
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if !Engine.editor_hint:
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print(levels[0].title)
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35
level_data.tscn
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35
level_data.tscn
Normal file
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@ -0,0 +1,35 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://level_data.gd" type="Script" id=1]
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[ext_resource path="res://maps/map01.tscn" type="PackedScene" id=2]
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[ext_resource path="res://maps/canopy.tscn" type="PackedScene" id=3]
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[ext_resource path="res://maps/cave.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scripts/level_entry.gd" type="Script" id=5]
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[sub_resource type="Resource" id=1]
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resource_name = "Verdant Hills"
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script = ExtResource( 5 )
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title = "Verdant Hills"
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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" ]
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save_id = "hills"
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scene = ExtResource( 2 )
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[sub_resource type="Resource" id=2]
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resource_name = "Shady Canopy"
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script = ExtResource( 5 )
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title = "Shady Canopy"
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shard_titles = [ "Archer and His Friend", "Thirsty Spiders", "Spider's Den", "Dancing Above the Pond", "5 Rainbow Stars", "Collection Bonus", "Time Bonus", "Life Bonus" ]
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save_id = "canopy"
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scene = ExtResource( 3 )
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[sub_resource type="Resource" id=3]
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resource_name = "Blue Ray Cavern"
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script = ExtResource( 5 )
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title = "Blue Ray Cavern"
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shard_titles = [ "Star-Crossed Lovers", "The Snail Cave", "Members Only!", "Over-Head Obstacle Course", "5 Rainbow Stars", "Collection Bonus", "Time Bonus", "Life Bonus" ]
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save_id = "cave"
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scene = ExtResource( 4 )
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[node name="LevelData" type="Node"]
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script = ExtResource( 1 )
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levels = [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ) ]
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@ -29,7 +29,6 @@ extents = Vector2( 4, 128 )
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[node name="Map" type="Node2D" groups=["map"]]
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pause_mode = 1
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script = ExtResource( 2 )
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save_location = 2
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music = ExtResource( 22 )
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[node name="Camera2D" parent="." instance=ExtResource( 1 )]
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@ -31,7 +31,6 @@ extents = Vector2( 4, 96 )
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[node name="Map2" type="Node2D" groups=["map"]]
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pause_mode = 1
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script = ExtResource( 11 )
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save_location = 2
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music = ExtResource( 12 )
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[node name="Camera2D" parent="." instance=ExtResource( 6 )]
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@ -1,27 +1,25 @@
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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 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 high_score_any = $HighScoreAny
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onready var high_score_100 = $HighScore100
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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 = $ShardGraphics/Shard10
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onready var shards = [
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$ShardGraphics/Shard,
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$ShardGraphics/Shard2,
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$ShardGraphics/Shard3,
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$ShardGraphics/Shard4,
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$ShardGraphics/Shard5,
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$ShardGraphics/Shard6,
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$ShardGraphics/Shard7,
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$ShardGraphics/Shard8
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]
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##Runtime
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var save = 0
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var current_level = 0
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@ -29,20 +27,24 @@ 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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change_current_level(1)
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change_current_level(0)
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Game.ac_music.stop()
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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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# get current level's data
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var level = LevelData.levels[current_level]
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#Draw level title
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title.text = levels.level[current_level].level_title
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title.text = 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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shard_title.text = level.shard_titles[current_shard]
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#Select level
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if Input.is_action_just_pressed("jump"):
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Game.change_map(levels.level[current_level].scene)
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Game.current_level = current_level
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Game.change_map(level.scene)
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func change_current_shard(amount):
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if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
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@ -51,13 +53,13 @@ func change_current_shard(amount):
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func change_current_level(amount):
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#Change level
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if current_level + amount != 0 && current_level + amount != levels.level.size(): #Check if in range
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if current_level + amount >= 0 && current_level + amount < LevelData.levels.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 == 1:
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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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elif current_level == LevelData.levels.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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current_shard = 0
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shard_arrow.position.x = 76
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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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var str_level = str(current_level)
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#Draw score and golds
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# high_score.text = str("%04d" % save.get_value(str_level,"High Score",0))
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# golds.text = str("%02d" % save.get_value(str_level,"Golds",0))
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#Draw High Scores
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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)))
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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)))
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#Draw shards collected
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shard0.visible = save.get_value(str_level,"Shard0",false)
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shard1.visible = save.get_value(str_level,"Shard1",false)
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shard2.visible = save.get_value(str_level,"Shard2",false)
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shard3.visible = save.get_value(str_level,"Shard3",false)
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shard4.visible = save.get_value(str_level,"Shard4",false)
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shard5.visible = save.get_value(str_level,"Shard5",false)
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shard6.visible = save.get_value(str_level,"Shard6",false)
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shard7.visible = save.get_value(str_level,"Shard7",false)
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shard8.visible = save.get_value(str_level,"Shard8",false)
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shard9.visible = save.get_value(str_level,"Shard9",false)
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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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# set any% scores
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high_score_any.text = "Any%%\n%05d\n%s" % [
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save_data.score_any,
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Game.timeify(save_data.time_any)
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]
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# set 100% scores
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high_score_100.text = "100%%\n%05d\n%s" % [
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save_data.score_100,
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Game.timeify(save_data.time_100)
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]
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# set collected shards
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for i in 8:
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shards[i].visible = save_data.shards[i]
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"
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align = 1
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[node name="Golds" type="Label" parent="."]
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visible = false
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margin_left = 120.0
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margin_top = 88.0
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margin_right = 136.0
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margin_bottom = 108.0
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theme = ExtResource( 1 )
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text = "00"
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align = 1
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[node name="HighScoreText" type="Label" parent="."]
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margin_left = 56.0
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margin_top = 62.0
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"
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align = 1
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[node name="HighScore" type="Label" parent="."]
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visible = false
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margin_left = 56.0
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margin_top = 76.0
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margin_right = 200.0
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margin_bottom = 108.0
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theme = ExtResource( 1 )
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text = "000000"
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align = 1
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[node name="ShardTitle" type="Label" parent="."]
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margin_left = 43.0
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margin_top = 130.0
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texture = ExtResource( 8 )
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[node name="Shard" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 71, 115 )
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[node name="Shard2" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 86, 115 )
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[node name="Shard3" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 101, 115 )
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[node name="Shard4" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 116, 115 )
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[node name="Shard5" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 131, 115 )
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[node name="Shard6" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 146, 115 )
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[node name="Shard7" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 161, 115 )
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[node name="Shard8" parent="ShardGraphics" instance=ExtResource( 9 )]
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position = Vector2( 176, 115 )
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[node name="Shard9" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 176, 115 )
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[node name="Shard10" parent="ShardGraphics" instance=ExtResource( 9 )]
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visible = false
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position = Vector2( 191, 115 )
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[node name="Gold" parent="." instance=ExtResource( 5 )]
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visible = false
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position = Vector2( 111, 91 )
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extends Node2D
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export var target_time_any = 0
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export var target_time_100 = 0
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export var save_location = 0
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export (AudioStream) var music
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#Bonuses
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func _ready():
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Game.play_sound(music,Game.ac_music)
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Game.current_level = save_location
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func _physics_process(delta):
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if Game.golds == 50 && Game.shards == 5:
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@ -29,7 +29,6 @@ pause_mode = 1
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script = ExtResource( 18 )
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target_time_any = 70
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target_time_100 = 180
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save_location = 1
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music = ExtResource( 19 )
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[node name="Camera2D" parent="." instance=ExtResource( 8 )]
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config_version=4
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_global_script_classes=[ {
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"base": "Resource",
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"class": "LevelEntry",
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"language": "GDScript",
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"path": "res://scripts/level_entry.gd"
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} ]
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_global_script_class_icons={
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"LevelEntry": ""
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}
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[application]
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config/name="Hero Mark 2"
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Game="*res://game.tscn"
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Debug="*res://objects/debug.tscn"
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LevelData="*res://level_data.tscn"
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Save="*res://scripts/save.gd"
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[display]
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17
scripts/level_entry.gd
Normal file
17
scripts/level_entry.gd
Normal file
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tool
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class_name LevelEntry
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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
35
scripts/save.gd
Normal file
|
@ -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)
|
Loading…
Add table
Add a link
Reference in a new issue