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

@@ -20,7 +20,6 @@ var reserve_ammo
## SAVE DATA PATHS
var persistent_save_path = "user://persistent_data.save"
var game_save_path = "user://gamesave.save"
func _ready() -> void:
if player_deaths == null:
@@ -59,9 +58,10 @@ func load_persistent_data():
enemies_killed = null
func save_game_data():
func save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",level_name,"_gamesave.save")
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES
@@ -115,10 +115,17 @@ func clear_persistent_data():
print("PERSISTENT DATA CLEARED")
file.close()
func load_save_game_data():
func check_save_game_exists(level_name):
var game_save_path = str("user://",level_name,"_gamesave.save")
if FileAccess.file_exists(game_save_path):
return true
else:
return false
func load_save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",level_name,"_gamesave.save")
if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ)