can now add and store leaderboards. started work on playlist loading
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@@ -37,8 +37,8 @@ func load_persistent_data():
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var user_names = file.get_var()
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var all_user_leaderboards = file.get_var()
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GameGlobals.user_id = str(user_id)
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GameGlobals.last_leaderboard_id = str(last_leaderboard_id)
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GameGlobals.user_id = int(user_id)
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GameGlobals.last_leaderboard_id = int(last_leaderboard_id)
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GameGlobals.user_names = user_names
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GameGlobals.all_user_leaderboards = all_user_leaderboards
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@@ -47,11 +47,11 @@ func load_persistent_data():
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print("No file found...")
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func save_user_data():
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.leaderboard_name),"_leaderboard","_data.save")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_leaderboard","_data.save")
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var file = FileAccess.open(user_save_path, FileAccess.WRITE)
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#cache data before saving and creating checksum in case it changes between data saving and checksum generating
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var leaderboard_name = GameGlobals.leaderboard_name
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var leaderboard_name = str(GameGlobals.current_leaderboard_name)
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var money = GameGlobals.money
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var deposited_money = GameGlobals.deposited_money
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var health = GameGlobals.health
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@@ -87,6 +87,7 @@ func check_user_data_exists():
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return false
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func load_user_data():
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print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0])
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_leaderboard","_data.save")
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if FileAccess.file_exists(user_save_path):
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var file = FileAccess.open(user_save_path, FileAccess.READ)
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@@ -145,7 +146,7 @@ func load_user_data():
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func save_game_data(level_name):
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var level_control = get_tree().current_scene
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var player = level_control.player
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var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://",GameGlobals.current_leaderboard_name,"_",level_name,"_gamesave.save")
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var file = FileAccess.open(game_save_path, FileAccess.WRITE)
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#ASSIGN DATA TO VARIABLES
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data_cleared = false
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