1
0
Fork 0

Save boss and player statuses

This commit is contained in:
Felipe M 2021-05-22 23:50:54 +02:00
parent b0c5798328
commit 6ea21b3181
Signed by: fmartingr
GPG Key ID: 716BC147715E716F
9 changed files with 43 additions and 3 deletions

View File

@ -11,7 +11,8 @@ func set_door_lock(value):
DoorLock.set_collision_mask_bit(PLAYER_BIT, value)
func _on_Trigger_triggered():
set_door_lock(true)
if not SaverLoader.custom_data.boss_defeated:
set_door_lock(true)
func _on_BossEnemy_died():
set_door_lock(false)

View File

@ -3,12 +3,20 @@ extends Node
const save_path = "user://savegame.save"
var is_loading = false
var custom_data = { # Defaults
"boss_defeated": false,
"missiles": 0,
"missiles_unlocked": false,
"health": 4,
}
func save_game():
print("Saving game")
var save_game = File.new()
save_game.open(save_path, File.WRITE)
var persistingNodes = get_tree().get_nodes_in_group("Persists")
save_game.store_line(to_json(custom_data))
for node in persistingNodes:
var nodeData = node.save()
save_game.store_line(to_json(nodeData))
@ -25,6 +33,10 @@ func load_game():
node.queue_free()
save_game.open(save_path, File.READ)
if not save_game.eof_reached():
custom_data = parse_json(save_game.get_line())
while not save_game.eof_reached():
var current_line = save_game.get_line()
if current_line == "":

View File

@ -9,6 +9,11 @@ export (int) var ACCELERATION = 70
onready var rightWallCheck = $RightWallCheck
onready var leftWallCheck = $LeftWallCheck
func _ready():
._ready()
if SaverLoader.custom_data.boss_defeated:
self.queue_free()
func _process(delta):
chase_player(delta)
@ -35,3 +40,8 @@ func fire_bullet() -> void:
func _on_Timer_timeout():
fire_bullet()
func _on_BossEnemy_died():
SaverLoader.custom_data.boss_defeated = true
self.queue_free()

View File

@ -1023,6 +1023,7 @@ collision_mask = 2
wait_time = 0.3
autostart = true
[connection signal="died" from="." to="." method="_on_BossEnemy_died"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]
[editable path="Hurtbox"]

View File

@ -1,8 +1,11 @@
extends StaticBody2D
var PlayerStats = ResourceLoader.PlayerStats
onready var animation = $Animation
func _on_SaveArea_body_entered(_body):
print(_body)
# PlayerStats.set_max_health()
animation.play("Save")
SaverLoader.save_game()

View File

@ -50,6 +50,9 @@ func set_invincible(value):
func _ready():
PlayerStats.connect("player_died", self, "_on_died")
PlayerStats.health = SaverLoader.custom_data.health
PlayerStats.missiles_unlocked = SaverLoader.custom_data.missiles_unlocked
PlayerStats.missiles = SaverLoader.custom_data.missiles
MainInstances.Player = self
call_deferred("assign_world_camera")
@ -261,6 +264,7 @@ func _on_Hurtbox_hit(damage):
if not invincible:
PlayerStats.health -= damage
blinkAnimator.play("Blink")
SaverLoader.custom_data.health = PlayerStats.health
func _on_died():
queue_free()

View File

@ -22,10 +22,15 @@ func set_health(value):
if health == 0:
emit_signal("player_died")
func set_max_health():
set_health(max_health)
func set_missiles(value):
missiles = clamp(value, 0, max_missiles)
SaverLoader.custom_data.missiles = missiles
emit_signal("player_missiles_changed", missiles)
func set_missiles_unlocked(value):
missiles_unlocked = value
SaverLoader.custom_data.missiles_unlocked = value
emit_signal("player_missiles_unlocked", value)

View File

@ -9,7 +9,7 @@ func _ready():
PlayerStats.connect("player_missiles_unlocked", self, "_on_player_missiles_unlocked")
func _on_player_missiles_changed(value):
label.text = str(value)
label.text = str(value) + "/" + str(PlayerStats.max_missiles)
func _on_player_missiles_unlocked(value):
visible = value

View File

@ -53,6 +53,10 @@ window/size/test_height=720
window/stretch/mode="2d"
window/stretch/aspect="keep"
[global]
editor=false
[importer_defaults]
texture={