feat: Savestates for important objects
This commit is contained in:
parent
32bc684f49
commit
7c77680bde
@ -41,87 +41,109 @@ func get_progress() -> Dictionary:
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func save() -> void:
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SaveManager.save_default()
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func get_level_completed(levelName: String) -> bool:
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if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("levelcompleted"):
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return gsr.progress_dict[levelName]["levelcompleted"]
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# Returns if the level was completed or not
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func get_level_completed(level_name: String) -> bool:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("levelcompleted"):
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return gsr.progress_dict[level_name]["levelcompleted"]
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else:
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return false
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func set_level_completed(levelName: String, state: bool) -> void:
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if !gsr.progress_dict.has(levelName):
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gsr.progress_dict[levelName] = {}
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gsr.progress_dict[levelName]["levelcompleted"] = state
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func set_level_completed(level_name: String, state: bool) -> void:
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["levelcompleted"] = state
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SaveManager.save_default()
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func set_leveltime(levelName: String, time: float) -> void:
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if !gsr.progress_dict.has(levelName):
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gsr.progress_dict[levelName] = {}
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gsr.progress_dict[levelName]["leveltime"] = time
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func set_leveltime(level_name: String, time: float) -> void:
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["leveltime"] = time
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SaveManager.save_default()
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func get_level_time(levelName: String) -> float:
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if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("leveltime"):
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return gsr.progress_dict[levelName]["leveltime"]
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else:
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return INF
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func set_uncompleted_level_time(levelName: String, time: float) -> void:
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if !gsr.progress_dict.has(levelName):
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gsr.progress_dict[levelName] = {}
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gsr.progress_dict[levelName]["uncompletedleveltime"] = time
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SaveManager.save_default()
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func get_uncompleted_level_time(levelName: String) -> float:
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if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("uncompletedleveltime"):
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return gsr.progress_dict[levelName]["uncompletedleveltime"]
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func get_level_time(level_name: String) -> float:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("leveltime"):
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return gsr.progress_dict[level_name]["leveltime"]
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else:
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return INF
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func set_savepoint(levelName: String, position: Vector2) -> void:
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func set_uncompleted_level_time(level_name: String, time: float) -> void:
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["uncompletedleveltime"] = time
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SaveManager.save_default()
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func get_uncompleted_level_time(level_name: String) -> float:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("uncompletedleveltime"):
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return gsr.progress_dict[level_name]["uncompletedleveltime"]
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else:
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return INF
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func set_savepoint(level_name: String, position: Vector2) -> void:
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#TODO You can free a frog, go to the checkpoint and it will be
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# saved as freed forever
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if !gsr.progress_dict.has(levelName):
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gsr.progress_dict[levelName] = {}
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gsr.progress_dict[levelName]["savepoint"] = position
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["savepoint"] = position
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SaveManager.save_default()
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func remove_savepoint(levelName: String) -> void:
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if !gsr.progress_dict.has(levelName):
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func set_level_state(level_name: String, property_dict: Dictionary) -> void:
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["savestate"] = property_dict
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SaveManager.save_default()
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func remove_savepoint(level_name: String) -> void:
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if !gsr.progress_dict.has(level_name):
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return
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gsr.progress_dict[levelName].erase("savepoint")
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gsr.progress_dict[levelName].erase("uncompletedleveltime")
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gsr.progress_dict[level_name].erase("savepoint")
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gsr.progress_dict[level_name].erase("uncompletedleveltime")
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SaveManager.save_default()
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func remove_savestate(level_name: String) -> void:
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if !gsr.progress_dict.has(level_name):
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return
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gsr.progress_dict[level_name].erase("savestate")
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SaveManager.save_default()
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func get_property_value(levelName: String, propertyName: String) -> int:
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if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has(propertyName):
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return gsr.progress_dict[levelName][propertyName]
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func get_property_value(level_name: String, propertyName: String) -> int:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has(propertyName):
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return gsr.progress_dict[level_name][propertyName]
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else:
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return 0
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func get_savepoint(levelName: String) -> Vector2:
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if gsr.progress_dict.has(levelName) && gsr.progress_dict[levelName].has("savepoint"):
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return gsr.progress_dict[levelName]["savepoint"]
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func get_savepoint(level_name: String) -> Vector2:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("savepoint"):
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return gsr.progress_dict[level_name]["savepoint"]
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else:
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return Vector2()
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func was_level_touched(levelName: String) -> bool:
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func get_savestate(level_name: String) -> Dictionary:
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if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("savestate"):
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return gsr.progress_dict[level_name]["savestate"]
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else:
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return {}
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func was_level_touched(level_name: String) -> bool:
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if OS.is_debug_build():
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return true
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if !gsr.progress_dict.has(levelName) || !gsr.progress_dict[levelName].has("touched"):
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if !gsr.progress_dict.has(level_name) || !gsr.progress_dict[level_name].has("touched"):
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return false
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return gsr.progress_dict[levelName]["touched"]
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return gsr.progress_dict[level_name]["touched"]
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func touch_level(levelName: String) -> void:
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if !gsr.progress_dict.has(levelName):
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gsr.progress_dict[levelName] = {}
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gsr.progress_dict[levelName]["touched"] = true
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func touch_level(level_name: String) -> void:
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if !gsr.progress_dict.has(level_name):
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gsr.progress_dict[level_name] = {}
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gsr.progress_dict[level_name]["touched"] = true
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# TODO This is permanent immediatly
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@ -1,9 +1,22 @@
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extends Area2D
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onready var anim_player: AnimationPlayer = get_node("AnimationPlayer")
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onready var level_state := $"%LevelState"
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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export var currencyValue: = 1
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export onready var was_collected := false
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export var currencyValue := 1
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var scene_saved_id := 0
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func _ready() -> void:
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scene_saved_id = level_state.register_saveable_object(self)
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var collected_saved = level_state.get_saved_object_property(scene_saved_id, "was_collected")
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if collected_saved != null:
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was_collected = collected_saved
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if was_collected:
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collected()
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func _on_body_entered(_body: Node) -> void:
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if $AudioStreamPlayer.playing:
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@ -3,7 +3,7 @@ extends Node2D
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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func _ready() -> void:
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if(GlobalState.get_savepoint(level_state.levelName) == global_position + Vector2(0,18)):
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if(GlobalState.get_savepoint(level_state.level_name) == global_position + Vector2(0,18)):
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$Flag.material.set_shader_param("speed", 0.6)
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$Flag.material.set_shader_param("amplitude", 1)
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$Flag.material.set_shader_param("inclination", 1)
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@ -12,7 +12,7 @@ func _ready() -> void:
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#TODO What should be saved when reaching a savepoint besides the position in the level
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func _on_SaveArea_area_entered(area: Area2D) -> void:
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#TODO Spawnheight fixed
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if(!GlobalState.get_savepoint(level_state.levelName) == global_position + Vector2(0,18)):
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if(!GlobalState.get_savepoint(level_state.level_name) == global_position + Vector2(0,18)):
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$AnimationPlayer.play("rolloutflag")
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$AudioStreamPlayer.play()
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level_state.set_savepoint(global_position + Vector2(0,18))
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@ -4,7 +4,6 @@ extends Area2D
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onready var anim_player: AnimationPlayer = $AnimationPlayer
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalManager")
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onready var levelName := get_tree().get_current_scene().get_name()
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export(String, FILE, "*.tscn") var next_scene
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export(bool) var is_active
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@ -2,16 +2,27 @@ extends Node2D
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signal button_pushed
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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onready var activatorArea = $"%ActivatorArea"
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onready var indicatorPlayer = $"%IndicatorPlayer"
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onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalManager")
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onready var unactivatable_timer := $Timer
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export(int) var frog_number := 0
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onready var activated := false
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var scene_saved_id := 0
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var activatable = true
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func _ready() -> void:
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scene_saved_id = level_state.register_saveable_object(self)
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var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
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if activated_saved != null:
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activated = activated_saved
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$Digit.frame = frog_number
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if activated:
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selfActivate()
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func selfActivate():
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@ -3,18 +3,38 @@ extends Node2D
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onready var activatorArea = $"%ActivatorArea"
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onready var indicatorPlayer = $"%IndicatorPlayer"
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onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalManager")
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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onready var unactivatable_timer := $Timer
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var activatable = true
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export onready var activated := false
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func selfActivate():
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var scene_saved_id := 0
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var activatable := true
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func _ready() -> void:
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scene_saved_id = level_state.register_saveable_object(self)
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var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
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if activated_saved != null:
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activated = activated_saved
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signal_manager.connect("unlocked", self, "receive_unlock")
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if activated:
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selfActivate()
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func selfActivate() -> void:
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indicatorPlayer.play("onning")
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#TODO dis importante
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activatorArea.set_deferred("monitoring", false)
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#TODO Close gate again?
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signal_manager.emit_signal("unlocked", "gateblock")
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activated = true
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func receive_unlock(event: String) -> void:
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# TODO For god sake make the events an enum? #debatable #polymorphism
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if event == "gateblock":
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indicatorPlayer.play("onning")
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activated = true
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func _on_ActivatorArea_body_entered(body: Node) -> void:
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if(!body.is_in_group("player") && !body.is_in_group("frog")):
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@ -5,12 +5,23 @@ onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalMana
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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onready var blobby := $"../%Blobby"
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onready var unactivatable_timer := $Timer
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export onready var activated := false
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export var cost := 3
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var scene_saved_id := 0
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var activatable = false
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func _ready():
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scene_saved_id = level_state.register_saveable_object(self)
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var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
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if activated_saved != null:
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activated = activated_saved
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$Sprite.frame = 0
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if activated:
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selfActivate()
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func _process(delta):
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# TODO Global currency count?? Maybe just level intern currency
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@ -26,6 +37,7 @@ func selfActivate():
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$AudioStreamPlayer.play()
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#TODO dis importante
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activatorArea.set_deferred("monitoring", false)
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$Sprite.frame = 1
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func _on_ActivatorArea_area_entered(area:Area2D) -> void:
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@ -42,4 +54,3 @@ func _on_Timer_timeout():
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$Highlight.visible = false
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$Label.visible = false
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activatable = false
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$Sprite.frame = 1
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@ -1,15 +1,22 @@
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extends Node2D
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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export var is_armed = false
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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export onready var is_armed = false
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var trigger_zone_entered: bool = false
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var scene_saved_id := 0
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var activatable = false
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func _ready():
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scene_saved_id = level_state.register_saveable_object(self)
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var is_armed_saved = level_state.get_saved_object_property(scene_saved_id, "is_armed")
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if is_armed_saved != null:
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is_armed = is_armed_saved
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func _ready() -> void:
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if(!is_armed):
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if($HarmfulArea.is_in_group("harmful")):
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$HarmfulArea.remove_from_group("harmful")
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@ -47,7 +47,7 @@ func _ready():
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# Zero Vector is false
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if level_state.load_savepoint():
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parent.global_position = GlobalState.get_savepoint(level_state.levelName)
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parent.global_position = GlobalState.get_savepoint(level_state.level_name)
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# Calls the parent behaviours according to state
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@ -3,6 +3,7 @@ extends AudibleButton
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onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
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func _on_button_up() -> void:
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GlobalState.remove_savepoint(level_state.levelName)
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GlobalState.remove_savepoint(level_state.level_name)
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GlobalState.remove_savestate(level_state.level_name)
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get_tree().paused = false
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get_tree().reload_current_scene()
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@ -2,5 +2,6 @@ extends Control
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func _ready() -> void:
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$"%PlayButton".grab_focus()
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GlobalAudio.play_scene_independent("res://assets/music/Shopping For The Future (LOOP).wav","Music", -17, true)
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get_tree().paused = false
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$"%PlayButton".grab_focus()
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GlobalAudio.play_scene_independent("res://assets/music/Shopping For The Future (LOOP).wav","Music", -17, true)
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@ -1,7 +1,7 @@
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extends Node
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onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalManager")
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onready var levelName := get_tree().current_scene.filename
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onready var level_name := get_tree().current_scene.filename
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#TODO Easteregg pls
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var currency := 0 setget set_currency, get_currency
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@ -12,13 +12,18 @@ var is_dead := false setget set_dead
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var level_time := 0.0
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var saved_property_dictionary := {}
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var saved_object_dictionary := {}
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var object_in_scene_id: int = 0
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func _ready() -> void:
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GlobalState.touch_level(levelName)
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GlobalState.gsr.last_played_level = levelName
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GlobalState.touch_level(level_name)
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GlobalState.gsr.last_played_level = level_name
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SaveManager.save_default()
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signal_manager.connect("level_completed", self, "_on_level_completed")
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signal_manager.connect("player_died", self, "player_dying")
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func _physics_process(delta: float) -> void:
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level_time += delta
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@ -29,8 +34,8 @@ func reset() -> void:
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currency = 0
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freed_frogs = []
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# TODO Maybe not the place for this?
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if GlobalState.gsr.progress_dict.has(levelName):
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GlobalState.gsr.progress_dict[levelName].erase("savepoint")
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if GlobalState.gsr.progress_dict.has(level_name):
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GlobalState.gsr.progress_dict[level_name].erase("savepoint")
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func set_currency(value: int) -> void:
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@ -46,21 +51,58 @@ func set_deaths(value: int) -> void:
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func set_dead(value: bool) -> void:
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is_dead = value
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func get_own_scene_id(obj: Object) -> int:
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if "scene_id" in obj && saved_object_dictionary.has(obj.scene_id):
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return obj.scene_id
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else:
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return register_saveable_object(obj)
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||||
|
||||
|
||||
func register_saveable_object(obj: Object) -> int:
|
||||
var id = object_in_scene_id
|
||||
saved_object_dictionary[id] = obj
|
||||
object_in_scene_id += 1
|
||||
return id
|
||||
|
||||
|
||||
func save_object_properties() -> void:
|
||||
for id in saved_object_dictionary.keys():
|
||||
var object = saved_object_dictionary[id]
|
||||
var property_list = object.get_property_list()
|
||||
var saved_properties = {}
|
||||
for property in property_list:
|
||||
# Only script Variables and only "primitive" types
|
||||
if property["usage"] == PROPERTY_USAGE_SCRIPT_VARIABLE && property["type"] <= 16:
|
||||
saved_properties[property["name"]] = object.get(property["name"])
|
||||
saved_property_dictionary[id] = saved_properties
|
||||
|
||||
func get_saved_object_property(id: int, property: String):
|
||||
if saved_property_dictionary.has(id) && saved_property_dictionary[id].has(property):
|
||||
return saved_property_dictionary[id][property]
|
||||
else:
|
||||
return null
|
||||
|
||||
|
||||
func set_savepoint(pos: Vector2) -> void:
|
||||
GlobalState.set_savepoint(levelName, pos)
|
||||
GlobalState.set_uncompleted_level_time(levelName, level_time)
|
||||
GlobalState.set_savepoint(level_name, pos)
|
||||
save_object_properties()
|
||||
GlobalState.set_uncompleted_level_time(level_name, level_time)
|
||||
GlobalState.set_level_state(level_name, saved_property_dictionary)
|
||||
|
||||
|
||||
func load_savepoint() -> bool:
|
||||
if !GlobalState.get_savepoint(levelName):
|
||||
if !GlobalState.get_savepoint(level_name):
|
||||
return false
|
||||
level_time = GlobalState.get_uncompleted_level_time(levelName)
|
||||
saved_property_dictionary = GlobalState.get_savestate(level_name)
|
||||
level_time = GlobalState.get_uncompleted_level_time(level_name)
|
||||
return true
|
||||
|
||||
|
||||
# Registers a new frog which exists in the loaded level, with the progress resource
|
||||
func register_frog(number: int, freed: bool = false) -> void:
|
||||
update_global_state()
|
||||
if !GlobalState.gsr.progress_dict[levelName]["froggies"].has(number):
|
||||
GlobalState.gsr.progress_dict[levelName]["froggies"][number] = freed
|
||||
if !GlobalState.gsr.progress_dict[level_name]["froggies"].has(number):
|
||||
GlobalState.gsr.progress_dict[level_name]["froggies"][number] = freed
|
||||
GlobalState.save()
|
||||
|
||||
|
||||
@ -96,13 +138,8 @@ func spend_currency(cost: int) -> bool:
|
||||
return true
|
||||
if check_balance() < cost:
|
||||
return false
|
||||
var remainder = currency - cost
|
||||
if remainder >= 0:
|
||||
set_currency(remainder)
|
||||
# When level collected currency is not enough, deplete saved up currency in global state
|
||||
else:
|
||||
currency = 0
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + remainder)
|
||||
# Can get negative if the cost is greater than what was collected in the same level
|
||||
currency = currency - cost
|
||||
return true
|
||||
|
||||
func check_balance() -> int:
|
||||
@ -113,15 +150,17 @@ func _on_level_completed():
|
||||
#if(OS.is_debug_build()):
|
||||
# return
|
||||
# TODO Extra screen for new best time
|
||||
GlobalState.set_level_completed(levelName, true)
|
||||
if(GlobalState.get_level_time(levelName) > level_time ):
|
||||
GlobalState.set_leveltime(levelName, level_time)
|
||||
GlobalState.set_uncompleted_level_time(levelName, INF)
|
||||
GlobalState.remove_savepoint(levelName)
|
||||
GlobalState.set_level_completed(level_name, true)
|
||||
if(GlobalState.get_level_time(level_name) > level_time ):
|
||||
GlobalState.set_leveltime(level_name, level_time)
|
||||
GlobalState.set_uncompleted_level_time(level_name, INF)
|
||||
GlobalState.remove_savepoint(level_name)
|
||||
GlobalState.remove_savestate(level_name)
|
||||
update_global_state()
|
||||
reset()
|
||||
|
||||
|
||||
# TODO This is now inconsistent as the level_completed property could be used to
|
||||
# determine what was achieved for good and what progress was lost due to death/reloading
|
||||
func update_global_state() -> void:
|
||||
var progress_dict: Dictionary = GlobalState.get_progress()
|
||||
var levelProgress: Dictionary = {}
|
||||
@ -130,29 +169,28 @@ func update_global_state() -> void:
|
||||
levelProgress["deaths"] = deaths
|
||||
|
||||
# TODO Doesnt account for multiple plays of same level
|
||||
if !progress_dict.has(levelName):
|
||||
progress_dict[levelName] = levelProgress
|
||||
if !progress_dict.has(level_name):
|
||||
progress_dict[level_name] = levelProgress
|
||||
else:
|
||||
progress_dict[levelName]["currency"] = (
|
||||
GlobalState.get_property_value(levelName, "currency")
|
||||
progress_dict[level_name]["currency"] = (
|
||||
GlobalState.get_property_value(level_name, "currency")
|
||||
+ currency
|
||||
)
|
||||
progress_dict[levelName]["deaths"] = (
|
||||
GlobalState.get_property_value(levelName, "deaths")
|
||||
progress_dict[level_name]["deaths"] = (
|
||||
GlobalState.get_property_value(level_name, "deaths")
|
||||
+ deaths
|
||||
)
|
||||
if !progress_dict[levelName].has("froggies"):
|
||||
progress_dict[levelName]["froggies"] = {}
|
||||
else:
|
||||
if !progress_dict[level_name].has("froggies"):
|
||||
progress_dict[level_name]["froggies"] = {}
|
||||
elif GlobalState.get_level_completed(level_name):
|
||||
for frog_number in freed_frogs:
|
||||
if progress_dict[levelName]["froggies"].has(frog_number):
|
||||
progress_dict[levelName]["froggies"][frog_number] = true
|
||||
if progress_dict[level_name]["froggies"].has(frog_number):
|
||||
progress_dict[level_name]["froggies"][frog_number] = true
|
||||
|
||||
# TODO Wallet is independant from progress_dict because???
|
||||
GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
|
||||
GlobalState.set_progress(progress_dict)
|
||||
|
||||
|
||||
func player_dying(animation_number: int = 0) -> void:
|
||||
currency = 0
|
||||
is_dead = true
|
||||
|
||||
@ -3,4 +3,5 @@
|
||||
[ext_resource path="res://src/Utilities/LevelState.gd" type="Script" id=1]
|
||||
|
||||
[node name="LevelState" type="Node"]
|
||||
process_priority = -2
|
||||
script = ExtResource( 1 )
|
||||
|
||||
Loading…
Reference in New Issue
Block a user