seems like a decent restore before I broke everything earlier

This commit is contained in:
derek
2025-02-28 15:53:01 -06:00
parent 3356f9e191
commit dba1be2034
7 changed files with 48 additions and 28 deletions

View File

@@ -47,7 +47,7 @@ func load_persistent_data():
print("No file found...")
func save_user_data():
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")
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")
var file = FileAccess.open(user_save_path, FileAccess.WRITE)
#cache data before saving and creating checksum in case it changes between data saving and checksum generating
@@ -80,7 +80,7 @@ func save_user_data():
file.close()
func check_user_data_exists():
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")
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")
if FileAccess.file_exists(user_save_path):
return true
else:
@@ -88,7 +88,7 @@ func check_user_data_exists():
func load_user_data():
print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0])
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")
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")
if FileAccess.file_exists(user_save_path):
var file = FileAccess.open(user_save_path, FileAccess.READ)
GameGlobals.last_hit_path = file.get_var()
@@ -146,7 +146,7 @@ func load_user_data():
func save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",GameGlobals.current_leaderboard_name,"_",level_name,"_gamesave.save")
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")
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES
data_cleared = false
@@ -170,7 +170,7 @@ func save_game_data(level_name):
file.close()
func check_save_game_exists(level_name):
var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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")
if FileAccess.file_exists(game_save_path):
return true
else:
@@ -179,7 +179,8 @@ func check_save_game_exists(level_name):
func load_save_game_data(level_name):
var level_control = get_tree().current_scene
var player = level_control.player
var game_save_path = str("user://",GameGlobals.leaderboard_name,"_",level_name,"_gamesave.save")
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")
print("GAME SAVE PATH : ",game_save_path)
if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ)