Files
fps_project_1/scripts/save_load.gd
2024-12-02 16:24:41 -06:00

174 lines
4.3 KiB
GDScript

extends Node
## SAVE DATA
#PERSISTENT DATA
var last_hit_path
var player_deaths
var enemies_killed
#GAME DATA
var data_cleared
var player_loc
var player_rot
var player_health
var player_money
var held_guns
var current_gun
var current_ammo
var reserve_ammo
var enemies = []
## SAVE DATA PATHS
var persistent_save_path = "user://persistent_data.save"
var game_save_path = "user://game_save_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))
file.close()
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))
file.close()
else:
print("no data saved...")
last_hit_path = null
player_deaths = null
enemies_killed = null
func save_game_data():
var level_control = get_tree().current_scene
var player = level_control.player
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
#ASSIGN DATA TO VARIABLES
data_cleared = false
player_loc = player.global_position
player_rot = player.global_rotation
player_health = level_control.health
player_money = level_control.money
held_guns = save_resource_path(level_control.held_guns)
current_gun = level_control.current_gun_index
current_ammo = level_control.ammo_current
reserve_ammo = level_control.ammo_reserve
#SAVE DATA
file.store_var(data_cleared)
file.store_var(player_loc)
file.store_var(player_rot)
file.store_var(player_health)
file.store_var(player_money)
file.store_var(held_guns)
file.store_var(current_gun)
file.store_var(current_ammo)
file.store_var(reserve_ammo)
file.store_var(enemies)
file.close()
func clear_save_game_data():
var file = FileAccess.open(game_save_path, FileAccess.WRITE)
data_cleared = true
file.store_var(data_cleared)
file.store_var(player_loc)
file.store_var(player_rot)
file.store_var(player_health)
file.store_var(player_money)
file.store_var(held_guns)
file.store_var(current_gun)
file.store_var(current_ammo)
file.store_var(reserve_ammo)
file.store_var(enemies)
func load_save_game_data():
var level_control = get_tree().current_scene
var player = level_control.player
if FileAccess.file_exists(game_save_path):
var file = FileAccess.open(game_save_path, FileAccess.READ)
#GET DATA
data_cleared = file.get_var()
if !data_cleared:
player_loc = file.get_var()
player_rot = file.get_var()
player_health = file.get_var()
player_money = file.get_var()
var held_guns_encoded = file.get_var()
held_guns = load_resource_path(held_guns_encoded)
current_gun = file.get_var()
current_ammo = file.get_var()
reserve_ammo = file.get_var()
enemies = file.get_var()
#APPLY DATA
player.global_position = player_loc
player.global_rotation = player_rot
level_control.health = player_health
level_control.money = player_money
level_control.held_guns = held_guns
player.gun.queue_free()
level_control.gun_spawn(current_gun)
level_control.ammo_current = current_ammo
level_control.ammo_reserve = reserve_ammo
file.close()
else:
print("no data saved...")
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()
func save_resource_path(array):
var final_array = []
for i in array:
if i is PackedScene:
var resource_path = i.resource_path
if resource_path != "":
final_array.append(resource_path)
return final_array
func load_resource_path(array):
var final_array = []
for i in array:
var i_loaded = load(i)
final_array.append(i_loaded)
return final_array