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

@@ -48,14 +48,13 @@ script = ExtResource("1_haaol")
[node name="ColorRect" type="ColorRect" parent="."] [node name="ColorRect" type="ColorRect" parent="."]
material = SubResource("ShaderMaterial_a5tps") material = SubResource("ShaderMaterial_a5tps")
layout_mode = 0
offset_right = 3840.0 offset_right = 3840.0
offset_bottom = 2160.0 offset_bottom = 2160.0
[node name="PlaylistGenerator" parent="." instance=ExtResource("2_2rg1o")] [node name="PlaylistGenerator" parent="." instance=ExtResource("2_2rg1o")]
visible = false visible = false
layout_mode = 1 layout_mode = 1
rounds_per_match = null
matches_per_year = null
[node name="MarginContainer" type="MarginContainer" parent="."] [node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 1 layout_mode = 1

View File

@@ -1,12 +1,33 @@
[gd_scene load_steps=7 format=3 uid="uid://dpootbr7qgac1"] [gd_scene load_steps=12 format=3 uid="uid://dpootbr7qgac1"]
[ext_resource type="Script" path="res://scripts/playlist_generator.gd" id="1_qvqs2"] [ext_resource type="Script" path="res://scripts/playlist_generator.gd" id="1_qvqs2"]
[ext_resource type="Script" path="res://level_resource.gd" id="2_3l62y"]
[ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="2_85uje"] [ext_resource type="Resource" uid="uid://dn3t7wcoumlm3" path="res://GameModes/standard.tres" id="2_85uje"]
[ext_resource type="Script" path="res://gamemode.gd" id="2_hoyqc"] [ext_resource type="Script" path="res://gamemode.gd" id="2_hoyqc"]
[ext_resource type="Resource" uid="uid://bs8yvpq65yh3w" path="res://GameModes/cookie_mode.tres" id="3_t0mxh"] [ext_resource type="Resource" uid="uid://bs8yvpq65yh3w" path="res://GameModes/cookie_mode.tres" id="3_t0mxh"]
[ext_resource type="Resource" uid="uid://dlvhtdmtln3bb" path="res://GameModes/do_not_get_hit.tres" id="4_8wht4"] [ext_resource type="Resource" uid="uid://dlvhtdmtln3bb" path="res://GameModes/do_not_get_hit.tres" id="4_8wht4"]
[ext_resource type="Resource" uid="uid://u32xafejp3rq" path="res://GameModes/standard_stam_regen.tres" id="6_vu1w7"] [ext_resource type="Resource" uid="uid://u32xafejp3rq" path="res://GameModes/standard_stam_regen.tres" id="6_vu1w7"]
[sub_resource type="Resource" id="Resource_3w5k4"]
script = ExtResource("2_3l62y")
level_name = "Blockout 2"
level_path = "res://assets/blockout_2.tscn"
[sub_resource type="Resource" id="Resource_t5q6w"]
script = ExtResource("2_3l62y")
level_name = "Test Level 2v2"
level_path = "res://scenes/test_level_2v2.tscn"
[sub_resource type="Resource" id="Resource_2pkld"]
script = ExtResource("2_3l62y")
level_name = "Enemy Working Scene"
level_path = "res://scenes/enemy_working_scene.tscn"
[sub_resource type="Resource" id="Resource_13n7k"]
script = ExtResource("2_3l62y")
level_name = "Arena of Money"
level_path = "res://scenes/Arena of Money.tscn"
[node name="Playlist Generator" type="Control"] [node name="Playlist Generator" type="Control"]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
@@ -17,7 +38,5 @@ grow_vertical = 2
script = ExtResource("1_qvqs2") script = ExtResource("1_qvqs2")
generate_playlist_now = null generate_playlist_now = null
checksum_test = null checksum_test = null
maps_in_rotation = Array[String](["res://assets/blockout_2.tscn", "res://scenes/enemy_working_scene.tscn", "res://scenes/test_level_2v2.tscn", "res://scenes/Arena of Money.tscn"]) maps_in_rotation = Array[ExtResource("2_3l62y")]([SubResource("Resource_3w5k4"), SubResource("Resource_t5q6w"), SubResource("Resource_2pkld"), SubResource("Resource_13n7k")])
gamemodes_in_rotation = Array[ExtResource("2_hoyqc")]([ExtResource("2_85uje"), ExtResource("3_t0mxh"), ExtResource("4_8wht4"), ExtResource("6_vu1w7")]) gamemodes_in_rotation = Array[ExtResource("2_hoyqc")]([ExtResource("2_85uje"), ExtResource("3_t0mxh"), ExtResource("4_8wht4"), ExtResource("6_vu1w7")])
rounds_per_match = null
matches_per_year = null

6
level_resource.gd Normal file
View File

@@ -0,0 +1,6 @@
extends Resource
class_name level_resource
@export var level_name : String = "New Level"
@export var level_path : String = "Path"
@export var level_image : Texture2D

View File

@@ -50,4 +50,4 @@ func resume():
func _on_main_menu_pressed() -> void: func _on_main_menu_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/asset_checker.tscn") get_tree().change_scene_to_file("res://MainMenu.tscn")

View File

@@ -4,7 +4,7 @@ extends Node
@export var generate_playlist_now = false @export var generate_playlist_now = false
@export var checksum_test = false @export var checksum_test = false
@export var load_playlist_from_file = false @export var load_playlist_from_file = false
@export var maps_in_rotation : Array[String] = [] @export var maps_in_rotation : Array[level_resource] = []
@export var gamemodes_in_rotation : Array[gamemode]= [] @export var gamemodes_in_rotation : Array[gamemode]= []
@export var levels_per_round : int = 5 @export var levels_per_round : int = 5
@export var rounds_per_match : int = 3 @export var rounds_per_match : int = 3
@@ -33,14 +33,16 @@ func generate_playlist() -> void:
for i in rounds_per_match: for i in rounds_per_match:
var round = [] var round = []
for x in levels_per_round: for x in levels_per_round:
var gamemode_path = gamemodes_in_rotation.pick_random().resource_path
var level_selection = maps_in_rotation.pick_random()
var level_details = { var level_details = {
"map" : maps_in_rotation.pick_random(), "level_path" : level_selection.level_path,
"gamemode" : gamemodes_in_rotation.pick_random() "level_name" : level_selection.level_name,
"gamemode_path" : gamemode_path
} }
round.append(level_details) round.append(level_details)
matches.append(round) matches.append(round)
playlist.append(matches) playlist.append(matches)
print("PLAYLIST : ", playlist)
save_playlist(playlist) save_playlist(playlist)
generate_playlist_now = false generate_playlist_now = false
@@ -75,9 +77,6 @@ func load_playlist():
GameGlobals.playlist_test = playlist GameGlobals.playlist_test = playlist
GameGlobals.current_match = playlist[0] GameGlobals.current_match = playlist[0]
file.close() file.close()
print("PLAYLIST: ")
print("------------------------------------------------------------------------------------")
print(playlist)
else: else:
print("no data saved, generating new playlist...") print("no data saved, generating new playlist...")
generate_playlist() generate_playlist()

View File

@@ -2,6 +2,7 @@ extends Node
@onready var playlist_generator: Control = $"../Playlist Generator" @onready var playlist_generator: Control = $"../Playlist Generator"
var round_id = 2
var portals = [] var portals = []
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
@@ -11,15 +12,10 @@ func _ready() -> void:
for i in get_tree().current_scene.get_children(): for i in get_tree().current_scene.get_children():
if i.is_in_group("portal"): if i.is_in_group("portal"):
portals.append(i) portals.append(i)
print("PORTALS")
var id = 0 var id = 0
for i in portals: for i in portals:
i.scene_path = str(GameGlobals.current_match[0][id]["map"]) i.scene_path = str(GameGlobals.current_match[round_id][id]["level_path"])
i.scene_name = str(GameGlobals.current_match[0][id]["map"]) i.scene_name = str(GameGlobals.current_match[round_id][id]["level_name"])
i.level_gamemode = load(GameGlobals.current_match[round_id][id]["gamemode_path"])
id += 1 id += 1
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
print("CURRENT MATCH ",GameGlobals.current_match[0])

View File

@@ -47,7 +47,7 @@ func load_persistent_data():
print("No file found...") print("No file found...")
func save_user_data(): 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) 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 #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() file.close()
func check_user_data_exists(): 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): if FileAccess.file_exists(user_save_path):
return true return true
else: else:
@@ -88,7 +88,7 @@ func check_user_data_exists():
func load_user_data(): func load_user_data():
print("ALL LEADERBOARDS: ",GameGlobals.all_user_leaderboards[0][0]) 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): if FileAccess.file_exists(user_save_path):
var file = FileAccess.open(user_save_path, FileAccess.READ) var file = FileAccess.open(user_save_path, FileAccess.READ)
GameGlobals.last_hit_path = file.get_var() GameGlobals.last_hit_path = file.get_var()
@@ -146,7 +146,7 @@ func load_user_data():
func save_game_data(level_name): func save_game_data(level_name):
var level_control = get_tree().current_scene var level_control = get_tree().current_scene
var player = level_control.player 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) var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES #ASSIGN DATA TO VARIABLES
data_cleared = false data_cleared = false
@@ -170,7 +170,7 @@ func save_game_data(level_name):
file.close() file.close()
func check_save_game_exists(level_name): 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): if FileAccess.file_exists(game_save_path):
return true return true
else: else:
@@ -179,7 +179,8 @@ func check_save_game_exists(level_name):
func load_save_game_data(level_name): func load_save_game_data(level_name):
var level_control = get_tree().current_scene var level_control = get_tree().current_scene
var player = level_control.player 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): if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ) var file = FileAccess.open(game_save_path, FileAccess.READ)