persistence
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parent
3cc54a801d
commit
fe2321cdd2
7 changed files with 62 additions and 6 deletions
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@ -2,11 +2,15 @@ extends Node
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var title = preload("res://title.tscn").instantiate()
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var boot = preload("res://bootclick.tscn").instantiate()
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const loadgame = preload("res://load.gd")
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const savegame = preload("res://save.gd")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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loadgame.new()
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print(Global.level1max)
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#pass # Replace with function body.
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#add_child(title)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=3 format=3 uid="uid://dyaorf0qpfokg"]
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[gd_scene load_steps=3 format=3 uid="uid://lghjmhbmqoyt"]
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[ext_resource type="Script" path="res://bootclick.gd" id="1_52bti"]
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[ext_resource type="Script" path="res://fps.gd" id="2_gnh1w"]
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@ -6,6 +6,14 @@ var origmpos
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var mousepos
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var timelimit = 15000
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var wait
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var hiscoresfile = "user://hiscores.save"
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var level1max
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var level2max
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var level3max
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var level4max
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var level5max
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var level6max
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var level7max
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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@ -42,8 +42,7 @@ Pygame version testing
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Astroboy
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Zencifer
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Natasha
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Sakura Nakayama
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Bicycle Man
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BMX Man
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Godot version testing
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@ -455,7 +454,11 @@ Source code hosted at https://git.asgardius.company/asgardius/r3-cd
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You can listen the oficial radio station at https://asteroid.asgardius.company/public/r3
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Special Thanks for Unity Technologies for make me choosing Godot"
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Special Thanks for Unity Technologies for make me choosing Godot
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Godot does what Unitydnt
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I'm looking for developers, artists and japanese voice actors who want to help on my next videogame from Asgardius Virtualx series"
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horizontal_alignment = 1
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script = ExtResource("6_3q8sp")
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36
load.gd
Normal file
36
load.gd
Normal file
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@ -0,0 +1,36 @@
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extends Node
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var file
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func _init():
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if FileAccess.file_exists(Global.hiscoresfile):
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file = FileAccess.open(Global.hiscoresfile, FileAccess.READ)
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var checkpoint = file.get_as_text().rsplit(",", true, 7)
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Global.level1max = checkpoint[0]
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Global.level2max = checkpoint[1]
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Global.level3max = checkpoint[2]
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Global.level4max = checkpoint[3]
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Global.level5max = checkpoint[4]
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Global.level6max = checkpoint[5]
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Global.level7max = checkpoint[6]
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# We need to revert the game state so we're not cloning objects
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# during loading. This will vary wildly depending on the needs of a
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# project, so take care with this step.
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# For our example, we will accomplish this by deleting saveable objects.
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#var save_nodes = get_tree().get_nodes_in_group("Persist")
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#for i in save_nodes:
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# i.queue_free()
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# Load the file line by line and process that dictionary to restore
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# the object it represents.
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else:
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var saveinit = "9999999,9999999,9999999,9999999,9999999,9999999,9999999"
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var file = FileAccess.open(Global.hiscoresfile, FileAccess.WRITE)
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file.store_string(saveinit)
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var checkpoint = saveinit.rsplit(",", true, 7)
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Global.level1max = checkpoint[0]
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Global.level2max = checkpoint[1]
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Global.level3max = checkpoint[2]
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Global.level4max = checkpoint[3]
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Global.level5max = checkpoint[4]
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Global.level6max = checkpoint[5]
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Global.level7max = checkpoint[6]
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@ -24,7 +24,6 @@ Global="*res://global.gd"
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/size/mode=3
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window/stretch/mode="viewport"
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[rendering]
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6
save.gd
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6
save.gd
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@ -0,0 +1,6 @@
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extends Node
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func _init():
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var saveinit = str(Global.level1max)+","+str(Global.level2max)+","+str(Global.level3max)+","+str(Global.level4max)+","+str(Global.level5max)+","+str(Global.level6max)+","+str(Global.level7max)
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var file = FileAccess.open(Global.hiscoresfile, FileAccess.WRITE)
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file.store_string(saveinit)
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file.close()
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