Files
MovementTests/menus/scripts/game_state.gd
2025-06-10 18:46:20 +02:00

61 lines
1.7 KiB
GDScript

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