fix: better savepoint persistence, coin collecting
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135817c8af
commit
b01f4ed027
@ -31,7 +31,7 @@ func load_sounds() -> void:
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func set_progress(value) -> void:
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gsr.progress_dict = value
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SaveManager.save_default()
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save()
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func get_progress() -> Dictionary:
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@ -41,6 +41,7 @@ func get_progress() -> Dictionary:
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func save() -> void:
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SaveManager.save_default()
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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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@ -53,14 +54,14 @@ 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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save()
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func set_leveltime(level_name: String, time: float) -> void:
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func set_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]["leveltime"] = time
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SaveManager.save_default()
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save()
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func get_level_time(level_name: String) -> float:
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@ -74,7 +75,7 @@ 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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save()
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func get_uncompleted_level_time(level_name: String) -> float:
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@ -90,28 +91,29 @@ func set_savepoint(level_name: String, position: Vector2) -> 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]["savepoint"] = position
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SaveManager.save_default()
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save()
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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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save()
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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[level_name].erase("savepoint")
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gsr.progress_dict[level_name].erase("currency")
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gsr.progress_dict[level_name].erase("uncompletedleveltime")
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SaveManager.save_default()
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save()
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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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save()
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func get_property_value(level_name: String, propertyName: String) -> int:
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@ -149,14 +151,14 @@ func touch_level(level_name: String) -> void:
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# TODO This is permanent immediatly
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func set_wallet(value) -> void:
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gsr.wallet = value
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SaveManager.save_default()
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save()
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func get_wallet() -> int:
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return gsr.wallet
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func set_swaying_grass(value: bool) -> void:
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gsr.swaying_grass = value
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SaveManager.save_default()
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save()
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func get_swaying_grass() -> bool:
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return gsr.swaying_grass
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@ -9,20 +9,17 @@ export var currencyValue := 1
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export var coin_3D_fps := 30
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var last_draw_time := 0
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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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level_state.register_saveable_node(self)
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var collected_saved = level_state.get_saved_node_property(self, "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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visible = false
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level_state.set_currency(level_state.get_currency() + currencyValue)
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return
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func _physics_process(delta: float) -> void:
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if !visible || proto_coin == null:
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@ -15,10 +15,10 @@ 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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level_state.register_saveable_node(self)
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var activated_saved = level_state.get_saved_node_property(self, "activated")
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if activated_saved != null:
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if level_state.savepoint_loaded && 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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@ -8,14 +8,13 @@ onready var unactivatable_timer := $Timer
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export 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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level_state.register_saveable_node(self)
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var activated_saved = level_state.get_saved_node_property(self, "activated")
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if activated_saved != null:
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if level_state.savepoint_loaded && 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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@ -9,14 +9,13 @@ onready var unactivatable_timer := $Timer
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export onready var activated := false
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export var cost := 3
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var scene_saved_id := 0
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var activatable = false
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func _ready():
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scene_saved_id = level_state.register_saveable_object(self)
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var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
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level_state.register_saveable_node(self)
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var activated_saved = level_state.get_saved_node_property(self, "activated")
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if activated_saved != null:
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if level_state.savepoint_loaded && activated_saved != null:
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activated = activated_saved
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$Sprite.frame = 0
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@ -7,14 +7,13 @@ 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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level_state.register_saveable_node(self)
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var is_armed_saved = level_state.get_saved_node_property(self, "is_armed")
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if is_armed_saved != null:
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if level_state.savepoint_loaded && is_armed_saved != null:
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is_armed = is_armed_saved
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if(!is_armed):
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@ -10,6 +10,7 @@ var freed_frogs := []
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# TODO Rename probs
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var is_dead := false setget set_dead
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var savepoint_loaded := false
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var level_time := 0.0
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var saved_property_dictionary := {}
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@ -19,8 +20,9 @@ var object_in_scene_id: int = 0
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func _ready() -> void:
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GlobalState.touch_level(level_name)
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saved_property_dictionary = GlobalState.get_savestate(level_name)
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GlobalState.gsr.last_played_level = level_name
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SaveManager.save_default()
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GlobalState.save()
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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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@ -42,52 +44,61 @@ func set_currency(value: int) -> void:
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currency = value
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signal_manager.emit_signal("currency_updated")
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func get_currency() -> int:
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return currency
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func set_deaths(value: int) -> void:
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deaths = value
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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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func register_saveable_node(node: Node) -> void:
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if saved_object_dictionary.has(node.name):
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return
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else:
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return register_saveable_object(obj)
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saved_object_dictionary[node.name] = node
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if !saved_property_dictionary.has(node.name):
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save_node_properties()
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func register_saveable_object(obj: Object) -> int:
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var id = object_in_scene_id
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saved_object_dictionary[id] = obj
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object_in_scene_id += 1
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return id
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func save_object_properties() -> void:
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for id in saved_object_dictionary.keys():
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var object = saved_object_dictionary[id]
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# Saves the state of triggers, collected collectibles and such
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func save_node_properties() -> void:
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for name in saved_object_dictionary.keys():
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var object = saved_object_dictionary[name]
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var property_list = object.get_property_list()
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var saved_properties = {}
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for property in property_list:
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# Only script Variables and only "primitive" types
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if property["usage"] == PROPERTY_USAGE_SCRIPT_VARIABLE && property["type"] <= 16:
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saved_properties[property["name"]] = object.get(property["name"])
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saved_property_dictionary[id] = saved_properties
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saved_property_dictionary[name] = saved_properties
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GlobalState.set_level_state(level_name, saved_property_dictionary)
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func get_saved_object_property(id: int, property: String):
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if saved_property_dictionary.has(id) && saved_property_dictionary[id].has(property):
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return saved_property_dictionary[id][property]
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func get_saved_node_property(node: Node, property: String):
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if (
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saved_property_dictionary.has(node.name)
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&& saved_property_dictionary[node.name].has(property)
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):
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return saved_property_dictionary[node.name][property]
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else:
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return null
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func set_savepoint(pos: Vector2) -> void:
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GlobalState.set_savepoint(level_name, pos)
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save_object_properties()
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GlobalState.set_uncompleted_level_time(level_name, level_time)
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GlobalState.set_level_state(level_name, saved_property_dictionary)
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save_node_properties()
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GlobalState.get_progress()[level_name]["currency"] = (
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GlobalState.get_property_value(level_name, "currency")
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+ currency)
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currency = 0
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update_global_state()
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func load_savepoint() -> bool:
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@ -95,6 +106,9 @@ func load_savepoint() -> bool:
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return false
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saved_property_dictionary = GlobalState.get_savestate(level_name)
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level_time = GlobalState.get_uncompleted_level_time(level_name)
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# Just update the hud
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set_currency(currency)
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savepoint_loaded = true
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return true
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@ -134,48 +148,48 @@ func absolved_tutorial(lesson: String) -> void:
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# and returns true if so. Else it does not spend and return false.
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func spend_currency(cost: int) -> bool:
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# TODO member that
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if OS.is_debug_build():
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return true
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#if OS.is_debug_build():
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# return true
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if check_balance() < cost:
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return false
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# Can get negative if the cost is greater than what was collected in the same level
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currency = currency - cost
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return true
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func check_balance() -> int:
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var balance = currency + GlobalState.get_wallet()
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var balance = currency + GlobalState.get_wallet() + GlobalState.get_property_value(level_name, "currency")
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return balance
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func _on_level_completed():
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#if(OS.is_debug_build()):
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# return
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# TODO Extra screen for new best time
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save_node_properties()
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savepoint_loaded = false
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GlobalState.set_level_completed(level_name, true)
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if(GlobalState.get_level_time(level_name) > level_time ):
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GlobalState.set_leveltime(level_name, level_time)
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if GlobalState.get_level_time(level_name) > level_time:
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GlobalState.set_level_time(level_name, level_time)
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GlobalState.set_uncompleted_level_time(level_name, INF)
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GlobalState.remove_savepoint(level_name)
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GlobalState.remove_savestate(level_name)
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update_global_state()
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GlobalState.remove_savepoint(level_name)
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reset()
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# TODO This is now inconsistent as the level_completed property could be used to
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# TODO This is now inconsistent as the level_completed property could be used to
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# determine what was achieved for good and what progress was lost due to death/reloading
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func update_global_state() -> void:
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var progress_dict: Dictionary = GlobalState.get_progress()
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var levelProgress: Dictionary = {}
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levelProgress["currency"] = currency
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levelProgress["deaths"] = deaths
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# TODO Doesnt account for multiple plays of same level
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if !progress_dict.has(level_name):
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progress_dict[level_name] = levelProgress
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else:
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progress_dict[level_name]["currency"] = (
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GlobalState.get_property_value(level_name, "currency")
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+ currency
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)
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progress_dict[level_name]["deaths"] = (
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GlobalState.get_property_value(level_name, "deaths")
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+ deaths
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@ -186,11 +200,15 @@ func update_global_state() -> void:
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for frog_number in freed_frogs:
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if progress_dict[level_name]["froggies"].has(frog_number):
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progress_dict[level_name]["froggies"][frog_number] = true
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# TODO Wallet is independant from progress_dict because???
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GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
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if GlobalState.get_level_completed(level_name):
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currency += GlobalState.get_property_value(level_name, "currency")
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GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
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progress_dict[level_name]["currency"] = 0
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currency = 0
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# Adds currency to level progress temporarily
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GlobalState.set_progress(progress_dict)
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func player_dying(animation_number: int = 0) -> void:
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currency = 0
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is_dead = true
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