tweaks to controller and savegames are stored by level

This commit is contained in:
Derek
2024-12-09 22:49:44 -06:00
parent 7ed9d2a774
commit 0ec82d84aa
10 changed files with 73 additions and 25 deletions

View File

@@ -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()