Lots of work on saving, enemies and object positions are now saved
This commit is contained in:
@@ -43,6 +43,7 @@ var engine_time_scale_cache : float = 1.0
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
#refresh_scene()
|
||||
##LOAD DATA
|
||||
SaveLoad.load_persistent_data()
|
||||
SaveLoad.load_save_game_data()
|
||||
@@ -54,7 +55,9 @@ func _ready():
|
||||
var crown_spawn = crown.instantiate()
|
||||
if SaveLoad.last_hit_path:
|
||||
var crown_target = get_node(SaveLoad.last_hit_path)
|
||||
crown_target.add_child(crown_spawn)
|
||||
if crown_target:
|
||||
crown_target.add_child(crown_spawn)
|
||||
crown_spawn.position = Vector3(0,2,0)
|
||||
else:
|
||||
get_tree().get_root().add_child(crown_spawn)
|
||||
#global randomize function
|
||||
|
||||
@@ -103,6 +103,7 @@ func fire():
|
||||
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
|
||||
player.recoil.add_gun_recoil(recoil_amount.x)
|
||||
player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
|
||||
SaveLoad.shots_fired += 1
|
||||
|
||||
func reload():
|
||||
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
|
||||
@@ -115,12 +116,6 @@ func reload():
|
||||
else:
|
||||
level_control.ammo_current[gun_index] = 1
|
||||
|
||||
#func spawn_mag():
|
||||
#var instance_mag = mag.instantiate()
|
||||
#instance_mag.position = mag_ejector.global_position
|
||||
#instance_mag.transform.basis = mag_ejector.global_transform.basis
|
||||
#get_tree().get_root().add_child(instance_mag)
|
||||
|
||||
func pellet_spawn():
|
||||
var pellets_remaining = pellets_per_shot
|
||||
while pellets_remaining > 0:
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
extends RigidBody3D
|
||||
extends RigidbodyGeneric
|
||||
|
||||
@export var broken_object : Resource
|
||||
@export var break_velocity : float = 10
|
||||
|
||||
@@ -10,7 +10,18 @@ func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func target_change():
|
||||
var target = get_node(SaveLoad.last_hit_path)
|
||||
if target:
|
||||
global_rotation = Vector3(0,0,0)
|
||||
global_transform.origin = target.global_position + Vector3(0,2,0)
|
||||
pass
|
||||
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z,
|
||||
}
|
||||
return save_dict
|
||||
|
||||
@@ -96,6 +96,7 @@ func shoot(delta):
|
||||
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
|
||||
player.recoil.add_gun_recoil(recoil_amount.x)
|
||||
#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
|
||||
SaveLoad.shots_fired += 1
|
||||
if fire_mode != 0:
|
||||
cycle_count -= 1
|
||||
|
||||
@@ -118,6 +119,7 @@ func spawn_mag():
|
||||
var instance_mag = mag.instantiate()
|
||||
instance_mag.position = mag_ejector.global_position
|
||||
instance_mag.transform.basis = mag_ejector.global_transform.basis
|
||||
instance_mag.linear_velocity += transform.basis * Vector3(0, -20, 0) + player.velocity
|
||||
get_tree().get_root().add_child(instance_mag)
|
||||
|
||||
func spawn_casing():
|
||||
|
||||
@@ -18,6 +18,7 @@ var player
|
||||
func _ready():
|
||||
add_to_group("pickup")
|
||||
add_to_group("spawned")
|
||||
add_to_group("persist")
|
||||
#find player
|
||||
player = level_control.player
|
||||
rand_amt = randi_range(25,100)
|
||||
@@ -69,3 +70,16 @@ func _on_timer_timeout() -> void:
|
||||
collision_shape.disabled = true
|
||||
await get_tree().create_timer(1).timeout
|
||||
self.queue_free()
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z
|
||||
}
|
||||
return save_dict
|
||||
|
||||
@@ -4,7 +4,7 @@ extends RigidBody3D
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
linear_velocity += transform.basis * Vector3(0, -20, 0)
|
||||
pass
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
|
||||
@@ -487,3 +487,17 @@ func hit(damage, fired_by, target_type):
|
||||
health_indicator.color = Color(0.471, 0, 0, .25)
|
||||
await get_tree().create_timer(.15).timeout
|
||||
health_indicator.color = Color(0.471, 0, 0, 0)
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z,
|
||||
"health" : level_control.health
|
||||
}
|
||||
return save_dict
|
||||
|
||||
@@ -129,7 +129,7 @@ func shoot(delta):
|
||||
audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
|
||||
audio_fire.play()
|
||||
anim_player.play("shoot") #actual bullet spawn triggered by animation
|
||||
#knocks player back, use on bigger guns player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
|
||||
SaveLoad.shots_fired += 1
|
||||
if fire_mode != 0:
|
||||
cycle_count -= 1
|
||||
|
||||
|
||||
24
scripts/rigidbody_generic.gd
Normal file
24
scripts/rigidbody_generic.gd
Normal file
@@ -0,0 +1,24 @@
|
||||
extends RigidBody3D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
add_to_group("persist")
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z,
|
||||
}
|
||||
return save_dict
|
||||
@@ -95,6 +95,7 @@ func shoot(delta):
|
||||
instance_bullet.player_position = player.global_position
|
||||
get_tree().get_root().add_child(instance_bullet)
|
||||
player.recoil.add_recoil(recoil_amount,10,10)
|
||||
SaveLoad.shots_fired += 1
|
||||
if fire_mode != 0:
|
||||
cycle_count -= 1
|
||||
|
||||
|
||||
@@ -66,6 +66,8 @@ func _process(delta):
|
||||
for i in enemies:
|
||||
i.loot_amount = 20 #assign loot to the last enemy drop from this section
|
||||
i.last_enemy = true
|
||||
else:
|
||||
enemy_in_room_killed()
|
||||
|
||||
func enemy_in_room_killed():
|
||||
var enemy_count = 0
|
||||
|
||||
@@ -3,8 +3,9 @@ extends Node
|
||||
## SAVE DATA
|
||||
#PERSISTENT DATA
|
||||
var last_hit_path
|
||||
var player_deaths
|
||||
var enemies_killed
|
||||
var player_deaths = 0
|
||||
var enemies_killed = 0
|
||||
var shots_fired = 0
|
||||
|
||||
#GAME DATA
|
||||
var data_cleared
|
||||
@@ -34,9 +35,8 @@ func save_persistent_data():
|
||||
print("LAST HIT PATH " + str(last_hit_path))
|
||||
file.store_var(last_hit_path)
|
||||
file.store_var(player_deaths)
|
||||
print("SAVING PLAYER DEATHS " + str(player_deaths))
|
||||
file.store_var(enemies_killed)
|
||||
print("SAVING ENEMIES KILLED " + str(enemies_killed))
|
||||
file.store_var(shots_fired)
|
||||
|
||||
file.close()
|
||||
|
||||
@@ -49,6 +49,8 @@ func load_persistent_data():
|
||||
print("PLAYER DEATHS : " + str(player_deaths))
|
||||
enemies_killed = file.get_var()
|
||||
print("ENEMIES KILLED : " + str(enemies_killed))
|
||||
shots_fired = file.get_var()
|
||||
print("SHOTS FIRED ",shots_fired)
|
||||
|
||||
file.close()
|
||||
else:
|
||||
@@ -84,7 +86,20 @@ func save_game_data():
|
||||
file.store_var(current_gun)
|
||||
file.store_var(current_ammo)
|
||||
file.store_var(reserve_ammo)
|
||||
file.store_var(enemies)
|
||||
|
||||
#save enemies
|
||||
var objects = get_tree().get_nodes_in_group("persist")
|
||||
for object in objects:
|
||||
if object.scene_file_path.is_empty():
|
||||
print("persistent node '%s' is not an instanced scene, skipped" % object.name)
|
||||
continue
|
||||
# Check the node has a save function.
|
||||
if !object.has_method("save"):
|
||||
print("persistent node '%s' is missing a save() function, skipped" % object.name)
|
||||
continue
|
||||
var object_data = object.call("save")
|
||||
var json_string = JSON.stringify(object_data)
|
||||
file.store_line(json_string)
|
||||
|
||||
file.close()
|
||||
|
||||
@@ -122,7 +137,32 @@ func load_save_game_data():
|
||||
current_gun = file.get_var()
|
||||
current_ammo = file.get_var()
|
||||
reserve_ammo = file.get_var()
|
||||
enemies = file.get_var()
|
||||
var current_nodes = get_tree().get_nodes_in_group("persist")
|
||||
for i in current_nodes:
|
||||
if i.get_class() == "CharacterBody3D":
|
||||
i.die()
|
||||
else:
|
||||
i.queue_free()
|
||||
|
||||
while file.get_position() < file.get_length():
|
||||
var json_string = file.get_line()
|
||||
var json = JSON.new()
|
||||
var parse_result = json.parse(json_string)
|
||||
if not parse_result == OK:
|
||||
print("JSON Parse Error: ",json.get_error_message()," in ",json_string, " at line ", json.get_error_line())
|
||||
continue
|
||||
var node_data = json.data
|
||||
var new_object = load(node_data["filename"]).instantiate()
|
||||
get_node(node_data["parent"]).add_child(new_object)
|
||||
print("NEW OBJECT : ",new_object)
|
||||
new_object.position = Vector3(node_data["pos_x"],node_data["pos_y"],node_data["pos_z"])
|
||||
new_object.rotation = Vector3(node_data["rot_x"],node_data["rot_y"],node_data["rot_z"])
|
||||
print("NEW OBJECT PLACED AT ", new_object.position)
|
||||
for i in node_data.keys():
|
||||
if i == "filename" or i == "pos_x" or i == "pos_y" or i == "pos_z":
|
||||
continue
|
||||
new_object.set(i,node_data[i])
|
||||
|
||||
|
||||
#APPLY DATA
|
||||
player.global_position = player_loc
|
||||
@@ -146,12 +186,14 @@ func data_validate(file,variable):
|
||||
else:
|
||||
return null
|
||||
|
||||
func persistent_data_calc(variable,amount):
|
||||
func null_data_check(variable,amount): #checks if value is null, adds the number to variable
|
||||
print("VARIABLE ", variable)
|
||||
if variable == null:
|
||||
variable = amount
|
||||
print(str(variable) +" "+ str(amount))
|
||||
else:
|
||||
variable += amount
|
||||
|
||||
return variable
|
||||
|
||||
func load_data():
|
||||
load_persistent_data()
|
||||
|
||||
@@ -220,5 +220,20 @@ func drop_loot(number_of_drops):
|
||||
can_die = true
|
||||
|
||||
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z,
|
||||
"health" : health
|
||||
}
|
||||
return save_dict
|
||||
|
||||
func _on_area_3d_body_entered(body: Node3D) -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
@@ -119,6 +119,7 @@ func fire():
|
||||
spawn_casing()
|
||||
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
|
||||
player.recoil.add_gun_recoil(recoil_amount.x)
|
||||
SaveLoad.shots_fired += 1
|
||||
if fire_mode != 0:
|
||||
cycle_count -= 1
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ var gun_already_held = false
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
add_to_group("persist")
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
@@ -32,3 +32,16 @@ func picked_up():
|
||||
level_control.player.gun.anim_player.play("swap_out")
|
||||
level_control.gun_spawn(weapon_id)
|
||||
queue_free()
|
||||
|
||||
func save():
|
||||
var save_dict = {
|
||||
"filename" : get_scene_file_path(),
|
||||
"parent" : get_parent().get_path(),
|
||||
"pos_x" : position.x,
|
||||
"pos_y" : position.y,
|
||||
"pos_z" : position.z,
|
||||
"rot_x" : rotation.x,
|
||||
"rot_y" : rotation.y,
|
||||
"rot_z" : rotation.z,
|
||||
}
|
||||
return save_dict
|
||||
|
||||
Reference in New Issue
Block a user