tweaks to controller and savegames are stored by level
This commit is contained in:
@@ -22,6 +22,7 @@ var dead_player = preload("res://assets/dead_cam.tscn")
|
||||
const CLEARED_ANNOUNCE = preload("res://assets/cleared_announce.tscn")
|
||||
const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
|
||||
|
||||
var level_name
|
||||
var paused = false
|
||||
var health = start_health
|
||||
var pickups = []
|
||||
@@ -43,6 +44,8 @@ var engine_time_scale_cache : float = 1.0
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
level_name = self.get_name()
|
||||
print("LEVEL NAME ",level_name)
|
||||
#connect to signals
|
||||
SignalBus.enemy_count_changed.connect(enemy_count)
|
||||
|
||||
@@ -54,7 +57,10 @@ func _ready():
|
||||
GameGlobals.game_loaded = true
|
||||
SignalBus.emit_signal("game_loaded")
|
||||
else:
|
||||
SaveLoad.load_save_game_data()
|
||||
if SaveLoad.check_save_game_exists(level_name):
|
||||
SaveLoad.load_save_game_data(level_name)
|
||||
else:
|
||||
refresh_scene()
|
||||
|
||||
#Spawn Crown
|
||||
if SaveLoad.last_hit_path:
|
||||
@@ -209,5 +215,5 @@ func pause_menu():
|
||||
paused = !paused
|
||||
|
||||
func save_quit():
|
||||
SaveLoad.save_game_data()
|
||||
SaveLoad.save_game_data(level_name)
|
||||
get_tree().quit()
|
||||
|
||||
Reference in New Issue
Block a user