gd: added menu template
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60
menus/scripts/game_state.gd
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60
menus/scripts/game_state.gd
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@ -0,0 +1,60 @@
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class_name GameState
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extends Resource
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const STATE_NAME : String = "GameState"
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const FILE_PATH = "res://menus/scripts/game_state.gd"
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@export var level_states : Dictionary = {}
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@export var max_level_reached : int
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@export var current_level : int
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@export var times_played : int
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static func get_level_state(level_state_key : String) -> LevelState:
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var game_state := get_game_state()
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if level_state_key.is_empty() : return
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if level_state_key in game_state.level_states:
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return game_state.level_states[level_state_key]
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else:
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var new_level_state := LevelState.new()
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game_state.level_states[level_state_key] = new_level_state
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return new_level_state
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static func has_game_state() -> bool:
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return GlobalState.has_state(STATE_NAME)
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static func get_game_state() -> GameState:
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return GlobalState.get_state(STATE_NAME, FILE_PATH)
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static func get_current_level() -> int:
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var game_state := get_game_state()
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if not game_state:
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return 0
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return game_state.current_level
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static func get_max_level_reached() -> int:
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var game_state := get_game_state()
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if not game_state:
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return 0
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return game_state.max_level_reached
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static func level_reached(level_number : int) -> void:
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var game_state := get_game_state()
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if not game_state:
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return
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game_state.max_level_reached = max(level_number, game_state.max_level_reached)
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game_state.current_level = level_number
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GlobalState.save()
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static func set_current_level(level_number : int) -> void:
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var game_state := get_game_state()
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if not game_state:
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return
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game_state.current_level = level_number
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GlobalState.save()
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static func start_game() -> void:
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var game_state := get_game_state()
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if not game_state:
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return
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game_state.times_played += 1
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GlobalState.save()
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