fix: better savepoint persistence, coin collecting

This commit is contained in:
Jakob Feldmann 2024-02-01 14:59:03 +01:00
parent 135817c8af
commit b01f4ed027
7 changed files with 82 additions and 68 deletions

View File

@ -31,7 +31,7 @@ func load_sounds() -> void:
func set_progress(value) -> void:
gsr.progress_dict = value
SaveManager.save_default()
save()
func get_progress() -> Dictionary:
@ -41,6 +41,7 @@ func get_progress() -> Dictionary:
func save() -> void:
SaveManager.save_default()
# Returns if the level was completed or not
func get_level_completed(level_name: String) -> bool:
if gsr.progress_dict.has(level_name) && gsr.progress_dict[level_name].has("levelcompleted"):
@ -53,14 +54,14 @@ func set_level_completed(level_name: String, state: bool) -> void:
if !gsr.progress_dict.has(level_name):
gsr.progress_dict[level_name] = {}
gsr.progress_dict[level_name]["levelcompleted"] = state
SaveManager.save_default()
save()
func set_leveltime(level_name: String, time: float) -> void:
func set_level_time(level_name: String, time: float) -> void:
if !gsr.progress_dict.has(level_name):
gsr.progress_dict[level_name] = {}
gsr.progress_dict[level_name]["leveltime"] = time
SaveManager.save_default()
save()
func get_level_time(level_name: String) -> float:
@ -74,7 +75,7 @@ func set_uncompleted_level_time(level_name: String, time: float) -> void:
if !gsr.progress_dict.has(level_name):
gsr.progress_dict[level_name] = {}
gsr.progress_dict[level_name]["uncompletedleveltime"] = time
SaveManager.save_default()
save()
func get_uncompleted_level_time(level_name: String) -> float:
@ -90,28 +91,29 @@ func set_savepoint(level_name: String, position: Vector2) -> void:
if !gsr.progress_dict.has(level_name):
gsr.progress_dict[level_name] = {}
gsr.progress_dict[level_name]["savepoint"] = position
SaveManager.save_default()
save()
func set_level_state(level_name: String, property_dict: Dictionary) -> void:
if !gsr.progress_dict.has(level_name):
gsr.progress_dict[level_name] = {}
gsr.progress_dict[level_name]["savestate"] = property_dict
SaveManager.save_default()
save()
func remove_savepoint(level_name: String) -> void:
if !gsr.progress_dict.has(level_name):
return
gsr.progress_dict[level_name].erase("savepoint")
gsr.progress_dict[level_name].erase("currency")
gsr.progress_dict[level_name].erase("uncompletedleveltime")
SaveManager.save_default()
save()
func remove_savestate(level_name: String) -> void:
if !gsr.progress_dict.has(level_name):
return
gsr.progress_dict[level_name].erase("savestate")
SaveManager.save_default()
save()
func get_property_value(level_name: String, propertyName: String) -> int:
@ -149,14 +151,14 @@ func touch_level(level_name: String) -> void:
# TODO This is permanent immediatly
func set_wallet(value) -> void:
gsr.wallet = value
SaveManager.save_default()
save()
func get_wallet() -> int:
return gsr.wallet
func set_swaying_grass(value: bool) -> void:
gsr.swaying_grass = value
SaveManager.save_default()
save()
func get_swaying_grass() -> bool:
return gsr.swaying_grass

View File

@ -9,20 +9,17 @@ export var currencyValue := 1
export var coin_3D_fps := 30
var last_draw_time := 0
var scene_saved_id := 0
func _ready() -> void:
scene_saved_id = level_state.register_saveable_object(self)
var collected_saved = level_state.get_saved_object_property(scene_saved_id, "was_collected")
level_state.register_saveable_node(self)
var collected_saved = level_state.get_saved_node_property(self, "was_collected")
if collected_saved != null:
was_collected = collected_saved
if was_collected:
visible = false
level_state.set_currency(level_state.get_currency() + currencyValue)
return
func _physics_process(delta: float) -> void:
if !visible || proto_coin == null:

View File

@ -15,10 +15,10 @@ var scene_saved_id := 0
var activatable = true
func _ready() -> void:
scene_saved_id = level_state.register_saveable_object(self)
var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
level_state.register_saveable_node(self)
var activated_saved = level_state.get_saved_node_property(self, "activated")
if activated_saved != null:
if level_state.savepoint_loaded && activated_saved != null:
activated = activated_saved
$Digit.frame = frog_number
if activated:

View File

@ -8,14 +8,13 @@ onready var unactivatable_timer := $Timer
export onready var activated := false
var scene_saved_id := 0
var activatable := true
func _ready() -> void:
scene_saved_id = level_state.register_saveable_object(self)
var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
level_state.register_saveable_node(self)
var activated_saved = level_state.get_saved_node_property(self, "activated")
if activated_saved != null:
if level_state.savepoint_loaded && activated_saved != null:
activated = activated_saved
signal_manager.connect("unlocked", self, "receive_unlock")

View File

@ -9,14 +9,13 @@ onready var unactivatable_timer := $Timer
export onready var activated := false
export var cost := 3
var scene_saved_id := 0
var activatable = false
func _ready():
scene_saved_id = level_state.register_saveable_object(self)
var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
level_state.register_saveable_node(self)
var activated_saved = level_state.get_saved_node_property(self, "activated")
if activated_saved != null:
if level_state.savepoint_loaded && activated_saved != null:
activated = activated_saved
$Sprite.frame = 0

View File

@ -7,14 +7,13 @@ export onready var is_armed = false
var trigger_zone_entered: bool = false
var scene_saved_id := 0
var activatable = false
func _ready():
scene_saved_id = level_state.register_saveable_object(self)
var is_armed_saved = level_state.get_saved_object_property(scene_saved_id, "is_armed")
level_state.register_saveable_node(self)
var is_armed_saved = level_state.get_saved_node_property(self, "is_armed")
if is_armed_saved != null:
if level_state.savepoint_loaded && is_armed_saved != null:
is_armed = is_armed_saved
if(!is_armed):

View File

@ -10,6 +10,7 @@ var freed_frogs := []
# TODO Rename probs
var is_dead := false setget set_dead
var savepoint_loaded := false
var level_time := 0.0
var saved_property_dictionary := {}
@ -19,8 +20,9 @@ var object_in_scene_id: int = 0
func _ready() -> void:
GlobalState.touch_level(level_name)
saved_property_dictionary = GlobalState.get_savestate(level_name)
GlobalState.gsr.last_played_level = level_name
SaveManager.save_default()
GlobalState.save()
signal_manager.connect("level_completed", self, "_on_level_completed")
signal_manager.connect("player_died", self, "player_dying")
@ -42,52 +44,61 @@ func set_currency(value: int) -> void:
currency = value
signal_manager.emit_signal("currency_updated")
func get_currency() -> int:
return currency
func set_deaths(value: int) -> void:
deaths = value
func set_dead(value: bool) -> void:
is_dead = value
func get_own_scene_id(obj: Object) -> int:
if "scene_id" in obj && saved_object_dictionary.has(obj.scene_id):
return obj.scene_id
func register_saveable_node(node: Node) -> void:
if saved_object_dictionary.has(node.name):
return
else:
return register_saveable_object(obj)
saved_object_dictionary[node.name] = node
if !saved_property_dictionary.has(node.name):
save_node_properties()
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]
# Saves the state of triggers, collected collectibles and such
func save_node_properties() -> void:
for name in saved_object_dictionary.keys():
var object = saved_object_dictionary[name]
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
saved_property_dictionary[name] = saved_properties
GlobalState.set_level_state(level_name, saved_property_dictionary)
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]
func get_saved_node_property(node: Node, property: String):
if (
saved_property_dictionary.has(node.name)
&& saved_property_dictionary[node.name].has(property)
):
return saved_property_dictionary[node.name][property]
else:
return null
func set_savepoint(pos: Vector2) -> void:
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)
save_node_properties()
GlobalState.get_progress()[level_name]["currency"] = (
GlobalState.get_property_value(level_name, "currency")
+ currency)
currency = 0
update_global_state()
func load_savepoint() -> bool:
@ -95,6 +106,9 @@ func load_savepoint() -> bool:
return false
saved_property_dictionary = GlobalState.get_savestate(level_name)
level_time = GlobalState.get_uncompleted_level_time(level_name)
# Just update the hud
set_currency(currency)
savepoint_loaded = true
return true
@ -134,48 +148,48 @@ func absolved_tutorial(lesson: String) -> void:
# and returns true if so. Else it does not spend and return false.
func spend_currency(cost: int) -> bool:
# TODO member that
if OS.is_debug_build():
return true
#if OS.is_debug_build():
# return true
if check_balance() < cost:
return false
# 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:
var balance = currency + GlobalState.get_wallet()
var balance = currency + GlobalState.get_wallet() + GlobalState.get_property_value(level_name, "currency")
return balance
func _on_level_completed():
#if(OS.is_debug_build()):
# return
# TODO Extra screen for new best time
save_node_properties()
savepoint_loaded = false
GlobalState.set_level_completed(level_name, true)
if(GlobalState.get_level_time(level_name) > level_time ):
GlobalState.set_leveltime(level_name, level_time)
if GlobalState.get_level_time(level_name) > level_time:
GlobalState.set_level_time(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()
GlobalState.remove_savepoint(level_name)
reset()
# TODO This is now inconsistent as the level_completed property could be used to
# 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 = {}
levelProgress["currency"] = currency
levelProgress["deaths"] = deaths
# TODO Doesnt account for multiple plays of same level
if !progress_dict.has(level_name):
progress_dict[level_name] = levelProgress
else:
progress_dict[level_name]["currency"] = (
GlobalState.get_property_value(level_name, "currency")
+ currency
)
progress_dict[level_name]["deaths"] = (
GlobalState.get_property_value(level_name, "deaths")
+ deaths
@ -186,11 +200,15 @@ func update_global_state() -> void:
for frog_number in freed_frogs:
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)
if GlobalState.get_level_completed(level_name):
currency += GlobalState.get_property_value(level_name, "currency")
GlobalState.set_wallet(GlobalState.gsr.wallet + currency)
progress_dict[level_name]["currency"] = 0
currency = 0
# Adds currency to level progress temporarily
GlobalState.set_progress(progress_dict)
func player_dying(animation_number: int = 0) -> void:
currency = 0
is_dead = true