substantial work on saving and loading and hub mechanic

This commit is contained in:
Derek
2025-02-22 17:09:47 -06:00
parent 777063ddeb
commit 3ee1f261d1
31 changed files with 584 additions and 212 deletions

View File

@@ -12,8 +12,7 @@ var data_cleared
var player_loc
var player_rot
var player_health
var player_money
var held_guns
var player_velocity_cache
var current_gun
var current_ammo
var reserve_ammo
@@ -30,27 +29,56 @@ func _ready() -> void:
enemies_killed = 0
func save_persistent_data():
var level_control = get_tree().current_scene
var player = level_control.player
var file = FileAccess.open(persistent_save_path, FileAccess.WRITE)
print("LAST HIT PATH " + str(last_hit_path))
file.store_var(last_hit_path)
file.store_var(player.velocity)
file.store_var(GameGlobals.money)
file.store_var(GameGlobals.health)
file.store_var(GameGlobals.high_score)
file.store_var(player_deaths)
file.store_var(enemies_killed)
file.store_var(shots_fired)
var held_guns = save_resource_path(GameGlobals.held_guns)
file.store_var(held_guns)
file.store_var(GameGlobals.gun_ammo)
file.store_var(GameGlobals.ammo_reserve)
file.store_var(GameGlobals.current_gun_index)
file.store_var(data_cleared)
file.close()
func load_persistent_data():
var level_control = get_tree().current_scene
var player = level_control.player
if FileAccess.file_exists(persistent_save_path):
var file = FileAccess.open(persistent_save_path, FileAccess.READ)
last_hit_path = file.get_var()
print("CROWN PARENT : " + str(last_hit_path))
player_deaths = file.get_var()
player_velocity_cache = file.get_var()
GameGlobals.money = set_nulls_zero(file.get_var())
print("MONEY : ", GameGlobals.money)
GameGlobals.health = file.get_var()
print("HEALTH : ", GameGlobals.health)
GameGlobals.high_score = file.get_var()
print("HIGH SCORE : ",GameGlobals.high_score)
player_deaths = set_nulls_zero(file.get_var())
print("PLAYER DEATHS : " + str(player_deaths))
enemies_killed = file.get_var()
enemies_killed = set_nulls_zero(file.get_var())
print("ENEMIES KILLED : " + str(enemies_killed))
shots_fired = file.get_var()
shots_fired = set_nulls_zero(file.get_var())
print("SHOTS FIRED ",shots_fired)
var held_guns_encoded = file.get_var()
GameGlobals.held_guns = load_resource_path(held_guns_encoded)
GameGlobals.gun_ammo = file.get_var()
GameGlobals.ammo_reserve = file.get_var()
GameGlobals.current_gun_index = file.get_var()
if GameGlobals.current_gun_index != null:
get_tree().current_scene.gun_spawn(GameGlobals.current_gun_index)
data_cleared = file.get_var()
file.close()
else:
@@ -70,18 +98,6 @@ func save_game_data(level_name):
data_cleared = false
player_loc = player.global_position
player_rot = player.global_rotation
player_health = level_control.health
player_money = level_control.money
held_guns = save_resource_path(level_control.held_guns)
current_gun = level_control.current_gun_index
current_ammo = player.gun_ammo
reserve_ammo = player.ammo_reserve
#SAVE DATA
file.store_var(player_health)
file.store_var(player_money)
file.store_var(held_guns)
file.store_var(current_gun)
#save enemies
var objects = get_tree().get_nodes_in_group("persist")
@@ -111,6 +127,7 @@ func clear_persistent_data():
file.store_var(null)
file.store_var(null)
file.store_var(null)
file.store_var(null)
print("PERSISTENT DATA CLEARED")
file.close()
@@ -131,11 +148,6 @@ func load_save_game_data(level_name):
#GET DATA
if !data_cleared:
player_health = file.get_var()
player_money = file.get_var()
var held_guns_encoded = file.get_var()
held_guns = load_resource_path(held_guns_encoded)
current_gun = file.get_var()
var current_nodes = get_tree().get_nodes_in_group("persist")
for i in current_nodes:
if i.is_in_group("enemy"):
@@ -167,17 +179,7 @@ func load_save_game_data(level_name):
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
level_control.health = player_health
level_control.money = player_money
level_control.held_guns = held_guns
if player.gun:
player.gun.queue_free()
if current_gun != null:
level_control.gun_spawn(current_gun)
file.close()
await get_tree().create_timer(1).timeout #need to fix this
SignalBus.emit_signal("game_loaded")
@@ -191,6 +193,12 @@ func data_validate(file,variable):
else:
return null
func set_nulls_zero(variable):
if variable == null:
return 0
else:
return variable
func null_data_check(variable,amount): #checks if value is null, adds the number to variable
if variable == null:
variable = amount
@@ -209,11 +217,14 @@ func save_resource_path(array):
return final_array
func load_resource_path(array):
var final_array = []
for i in array:
var i_loaded = load(i)
final_array.append(i_loaded)
return final_array
if array != null:
var final_array = []
for i in array:
var i_loaded = load(i)
final_array.append(i_loaded)
return final_array
else:
return []
func shot_fired():
shots_fired += 1 #null_data_check(shots_fired, 1)