tweaks to playlist loader, working on preventing reentry to levels in round

This commit is contained in:
derek
2025-02-28 16:41:21 -06:00
parent dba1be2034
commit 3ab4160be6
9 changed files with 23 additions and 8 deletions

View File

@@ -19,6 +19,7 @@ var last_leaderboard_id = 0
var user_names = ["Profile 1","Profile 2","Profile 3","Profile 4","Profile 5"]
var all_user_leaderboards = [["Global"]]
var current_leaderboard_name = all_user_leaderboards[user_id][last_leaderboard_id]
var no_reentry_portals = []
var playlist_test
var current_match

View File

@@ -4,10 +4,12 @@ extends Node3D
@onready var level_name: Label3D = $"Level Name"
@onready var gamemode_label: Label3D = $Gamemode
@onready var active: Label3D = $Active
func _process(delta: float) -> void:
level_name.text = portal_node.scene_name
gamemode_label.text = portal_node.level_gamemode.gamemode_name
active.text = str("ACTIVE: ",portal_node.active)
func update_sign_names():
level_name.text = portal_node.scene_name

View File

@@ -13,9 +13,13 @@ func _ready() -> void:
if i.is_in_group("portal"):
portals.append(i)
print("NO REENTRY PORTALS : ",GameGlobals.no_reentry_portals)
var id = 0
for i in portals:
i.scene_path = str(GameGlobals.current_match[round_id][id]["level_path"])
i.scene_name = str(GameGlobals.current_match[round_id][id]["level_name"])
i.level_gamemode = load(GameGlobals.current_match[round_id][id]["gamemode_path"])
if !GameGlobals.no_reentry_portals.has(Vector2(round_id,id)):
i.round_id = Vector2(round_id,id)
i.scene_path = str(GameGlobals.current_match[round_id][id]["level_path"])
i.scene_name = str(GameGlobals.current_match[round_id][id]["level_name"])
i.level_gamemode = load(GameGlobals.current_match[round_id][id]["gamemode_path"])
id += 1

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@@ -62,6 +62,7 @@ func save_user_data():
file.store_var(GameGlobals.last_hit_path)
file.store_var(leaderboard_name)
file.store_var(GameGlobals.current_level)
file.store_var(GameGlobals.no_reentry_portals)
file.store_var(money)
file.store_var(deposited_money)
file.store_var(health)
@@ -94,6 +95,7 @@ func load_user_data():
GameGlobals.last_hit_path = file.get_var()
var file_leaderboard_name = file.get_var()
GameGlobals.current_level = str(file.get_var())
GameGlobals.no_reentry_portals = file.get_var()
var money = set_nulls_zero(file.get_var())
var deposited_money = set_nulls_zero(file.get_var())
var health = file.get_var()

View File

@@ -7,6 +7,7 @@ class_name Portal
@export var scene_thumbnail : Texture2D
var active = false
var round_id : Vector2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -20,6 +21,7 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node3D) -> void:
if active:
GameGlobals.no_reentry_portals.append(round_id)
#Let the Bounds detector know player is exiting
SignalBus.emit_signal("player_exiting_tree")
#Set incoming gamemode