now saving persistent data
includes number of enemies killed, number of times died, last killed
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@@ -13,6 +13,7 @@ extends Node3D
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@export var health_drop_enabled = true
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@export var money_drop_enabled = true
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@onready var crown = preload("res://assets/crown.tscn")
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var ammo_drop = [[load("res://assets/ammo_pickup.tscn")],["ammo"]]
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var stamina_drop = [[load("res://assets/stamina_pickup.tscn")],["stamina"]]
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var health_drop = [[load("res://assets/health_pickup.tscn")],["health"]]
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@@ -42,6 +43,17 @@ var engine_time_scale_cache : float = 1.0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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##LOAD DATA
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SaveLoad.load_persistent_data()
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#Spawn Crown
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var crown_spawn = crown.instantiate()
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print("LEVELMANAGER LAST HIT " + str(SaveLoad.last_hit_path))
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if SaveLoad.last_hit_path:
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var crown_target = get_node(SaveLoad.last_hit_path)
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crown_target.add_child(crown_spawn)
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else:
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get_tree().get_root().add_child(crown_spawn)
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#global randomize function
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randomize()
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@@ -133,6 +145,13 @@ func cleared():
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clearedmsg.queue_free()
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func die():
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#record stats
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if SaveLoad.player_deaths:
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SaveLoad.player_deaths += 1
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else:
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SaveLoad.player_deaths = 1
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SaveLoad.save_persistent_data()
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var deadmsg = DEAD_ANNOUNCE.instantiate()
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get_parent().add_child(deadmsg)
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var instance_dead = dead_player.instantiate()
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@@ -140,6 +159,7 @@ func die():
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instance_dead.transform.basis = player.global_transform.basis
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if last_hit != null:
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instance_dead.target = last_hit
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SaveLoad.last_hit_path = str(last_hit.get_path())
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instance_dead.target_type = target_type
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instance_dead.respawn_position = respawn_position
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instance_dead.respawn_rotation = respawn_cam_rotation
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@@ -176,4 +196,6 @@ func pause_menu():
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paused = !paused
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func save_quit():
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SaveLoad.save_persistent_data()
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SaveLoad.save_game_data()
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get_tree().quit()
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