seems like a decent restore before I broke everything earlier
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@@ -50,4 +50,4 @@ func resume():
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func _on_main_menu_pressed() -> void:
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get_tree().change_scene_to_file("res://scenes/asset_checker.tscn")
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get_tree().change_scene_to_file("res://MainMenu.tscn")
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@@ -4,7 +4,7 @@ extends Node
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@export var generate_playlist_now = false
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@export var checksum_test = false
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@export var load_playlist_from_file = false
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@export var maps_in_rotation : Array[String] = []
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@export var maps_in_rotation : Array[level_resource] = []
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@export var gamemodes_in_rotation : Array[gamemode]= []
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@export var levels_per_round : int = 5
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@export var rounds_per_match : int = 3
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@@ -33,14 +33,16 @@ func generate_playlist() -> void:
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for i in rounds_per_match:
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var round = []
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for x in levels_per_round:
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var gamemode_path = gamemodes_in_rotation.pick_random().resource_path
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var level_selection = maps_in_rotation.pick_random()
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var level_details = {
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"map" : maps_in_rotation.pick_random(),
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"gamemode" : gamemodes_in_rotation.pick_random()
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"level_path" : level_selection.level_path,
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"level_name" : level_selection.level_name,
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"gamemode_path" : gamemode_path
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}
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round.append(level_details)
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matches.append(round)
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playlist.append(matches)
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print("PLAYLIST : ", playlist)
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save_playlist(playlist)
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generate_playlist_now = false
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@@ -75,9 +77,6 @@ func load_playlist():
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GameGlobals.playlist_test = playlist
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GameGlobals.current_match = playlist[0]
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file.close()
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print("PLAYLIST: ")
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print("------------------------------------------------------------------------------------")
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print(playlist)
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else:
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print("no data saved, generating new playlist...")
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generate_playlist()
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@@ -2,6 +2,7 @@ extends Node
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@onready var playlist_generator: Control = $"../Playlist Generator"
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var round_id = 2
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var portals = []
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# Called when the node enters the scene tree for the first time.
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@@ -11,15 +12,10 @@ func _ready() -> void:
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for i in get_tree().current_scene.get_children():
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if i.is_in_group("portal"):
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portals.append(i)
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print("PORTALS")
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var id = 0
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for i in portals:
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i.scene_path = str(GameGlobals.current_match[0][id]["map"])
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i.scene_name = str(GameGlobals.current_match[0][id]["map"])
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i.scene_path = str(GameGlobals.current_match[round_id][id]["level_path"])
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i.scene_name = str(GameGlobals.current_match[round_id][id]["level_name"])
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i.level_gamemode = load(GameGlobals.current_match[round_id][id]["gamemode_path"])
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id += 1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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print("CURRENT MATCH ",GameGlobals.current_match[0])
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@@ -47,7 +47,7 @@ func load_persistent_data():
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print("No file found...")
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func save_user_data():
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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")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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var file = FileAccess.open(user_save_path, FileAccess.WRITE)
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#cache data before saving and creating checksum in case it changes between data saving and checksum generating
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@@ -80,7 +80,7 @@ func save_user_data():
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file.close()
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func check_user_data_exists():
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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")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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if FileAccess.file_exists(user_save_path):
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return true
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else:
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@@ -88,7 +88,7 @@ func check_user_data_exists():
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func load_user_data():
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print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0])
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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")
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var user_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_data.save")
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if FileAccess.file_exists(user_save_path):
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var file = FileAccess.open(user_save_path, FileAccess.READ)
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GameGlobals.last_hit_path = file.get_var()
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@@ -146,7 +146,7 @@ func load_user_data():
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func save_game_data(level_name):
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var level_control = get_tree().current_scene
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var player = level_control.player
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var game_save_path = str("user://",GameGlobals.current_leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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var file = FileAccess.open(game_save_path, FileAccess.WRITE)
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#ASSIGN DATA TO VARIABLES
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data_cleared = false
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@@ -170,7 +170,7 @@ func save_game_data(level_name):
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file.close()
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func check_save_game_exists(level_name):
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var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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if FileAccess.file_exists(game_save_path):
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return true
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else:
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@@ -179,7 +179,8 @@ func check_save_game_exists(level_name):
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func load_save_game_data(level_name):
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var level_control = get_tree().current_scene
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var player = level_control.player
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var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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var game_save_path = str("user://user_",str(GameGlobals.user_id),"_",str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]),"_last_level","_data.save")
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print("GAME SAVE PATH : ",game_save_path)
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if FileAccess.file_exists(game_save_path):
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var file = FileAccess.open(game_save_path, FileAccess.READ)
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