now saving persistent data

includes number of enemies killed, number of times died, last killed
This commit is contained in:
derek
2024-12-02 13:09:52 -06:00
parent 211c243624
commit 842cc7ecfd
9 changed files with 180 additions and 39 deletions

View File

@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c03mwq2gxs7u0"
path="res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/Textures/bullethole.normal.png"
dest_files=["res://.godot/imported/bullethole.normal.png-b0b59a93054836eabe377ffaaa71e3f9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

File diff suppressed because one or more lines are too long

View File

@@ -145,6 +145,9 @@ subsurf_scatter_strength = 1.0
material = SubResource("StandardMaterial3D_ks515") material = SubResource("StandardMaterial3D_ks515")
size = Vector3(0.1, 0.1, 1) size = Vector3(0.1, 0.1, 1)
[sub_resource type="Animation" id="Animation_bdeey"]
length = 0.001
[sub_resource type="Animation" id="Animation_u008m"] [sub_resource type="Animation" id="Animation_u008m"]
resource_name = "empty" resource_name = "empty"
length = 0.25 length = 0.25
@@ -471,9 +474,6 @@ tracks/2/keys = {
}] }]
} }
[sub_resource type="Animation" id="Animation_bdeey"]
length = 0.001
[sub_resource type="AnimationLibrary" id="AnimationLibrary_vkrtt"] [sub_resource type="AnimationLibrary" id="AnimationLibrary_vkrtt"]
_data = { _data = {
"RESET": SubResource("Animation_bdeey"), "RESET": SubResource("Animation_bdeey"),

View File

@@ -17,6 +17,7 @@ config/icon="res://icon.svg"
[autoload] [autoload]
SaveLoad="*res://scripts/save_load.gd"
SignalBus="*res://scripts/signal_bus.gd" SignalBus="*res://scripts/signal_bus.gd"
SwitchBasic="*res://scripts/switch_basic.gd" SwitchBasic="*res://scripts/switch_basic.gd"

View File

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

15
scripts/crown.gd Normal file
View File

@@ -0,0 +1,15 @@
extends Node3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
print("CROWN IN SCENE")
var target = get_node(SaveLoad.last_hit_path)
if target:
global_rotation = Vector3(0,0,0)
global_transform.origin = target.global_position + Vector3(0,2,0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass

View File

@@ -53,9 +53,6 @@ func _ready():
taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0) taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
taunt_node = taunt_spawn taunt_node = taunt_spawn
var crown_spawn = crown.instantiate()
target.add_child(crown_spawn)
crown_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
for i in target.outline_meshes: for i in target.outline_meshes:
i.visible = true i.visible = true
@@ -123,6 +120,7 @@ func _on_timer_timeout():
anim_step += 1 anim_step += 1
func reload_level(): func reload_level():
SaveLoad.save_persistent_data()
get_tree().reload_current_scene() get_tree().reload_current_scene()
func focus_on_target(focus_target): func focus_on_target(focus_target):

View File

@@ -111,7 +111,6 @@ var controlled_elsewhere = false
@onready var moveable_holder: Node3D = $Head/MoveableHolder @onready var moveable_holder: Node3D = $Head/MoveableHolder
@onready var stand_check: RayCast3D = $StandCheck @onready var stand_check: RayCast3D = $StandCheck
@onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest @onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest
@onready var l_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/LHandTest
@onready var enemy_killed_audio: AudioStreamPlayer = $Audio/EnemyKilled @onready var enemy_killed_audio: AudioStreamPlayer = $Audio/EnemyKilled
@@ -422,6 +421,12 @@ func enemy_hit():
hit_indicator.play() hit_indicator.play()
func enemy_killed(): func enemy_killed():
if SaveLoad.enemies_killed:
SaveLoad.enemies_killed += 1
else:
SaveLoad.enemies_killed = 1
SaveLoad.save_persistent_data()
enemy_killed_audio.play() enemy_killed_audio.play()
func toggle_hud(hud_on): func toggle_hud(hud_on):

63
scripts/save_load.gd Normal file
View File

@@ -0,0 +1,63 @@
extends Node
## SAVE DATA
#Persistent
var last_hit_path
var player_deaths
var enemies_killed
## SAVE DATA PATHS
var persistent_save_path = "user://persistent_data.save"
func _ready() -> void:
if player_deaths == null:
player_deaths = 0
if enemies_killed == null:
enemies_killed = 0
func save_persistent_data():
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_deaths)
print("SAVING PLAYER DEATHS " + str(player_deaths))
file.store_var(enemies_killed)
print("SAVING ENEMIES KILLED " + str(enemies_killed))
func load_persistent_data():
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()
print("PLAYER DEATHS : " + str(player_deaths))
enemies_killed = file.get_var()
print("ENEMIES KILLED : " + str(enemies_killed))
else:
print("no data saved...")
last_hit_path = null
player_deaths = null
enemies_killed = null
func save_game_data():
pass
func load_save_game_data():
pass
func data_validate(file,variable):
if file.get_var(variable):
return file.get_var(variable)
else:
return null
func persistent_data_calc(variable,amount):
if variable == null:
variable = amount
print(str(variable) +" "+ str(amount))
else:
variable += amount
func load_data():
load_persistent_data()
load_save_game_data()