can now add and store leaderboards. started work on playlist loading

This commit is contained in:
derek
2025-02-28 11:58:10 -06:00
parent 096b505cfa
commit 3356f9e191
15 changed files with 143 additions and 45 deletions

View File

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