Enhance save system functionality; improve game state management and session tracking

This commit is contained in:
2025-05-25 16:06:59 +02:00
parent 15c85a5aae
commit 250fb18e16
11 changed files with 92 additions and 25 deletions

View File

@@ -36,4 +36,4 @@ func on_exit_area_body_entered(_body: Node2D) -> void:
func go_to_next_level() -> void:
gm.try_to_go_to_next_level()
gm.on_level_complete()

View File

@@ -17,5 +17,5 @@ func _on_health_component_on_death() -> void:
effect.scale = Vector2(1.5, 1.5)
gm.remove_lives(1)
gm.set_coins(0)
gm.reset_current_session_state()

View File

@@ -6,10 +6,10 @@ extends Node
func _ready():
await get_tree().process_frame
var coins = get_tree().get_nodes_in_group("coins")
var coins := get_tree().get_nodes_in_group("coins")
for coin in coins:
coin.connect("collected", on_collected)
coin.collected.connect(on_collected)
func on_collected(amount: int, type: CollectableResource.CollectableType) -> void:
@@ -17,4 +17,4 @@ func on_collected(amount: int, type: CollectableResource.CollectableType) -> voi
return
if type != CollectableResource.CollectableType.COIN:
return
game_manager.add_coins(amount)
game_manager.current_session_state["coins_collected"] += amount

View File

@@ -6,6 +6,11 @@ extends Node
@onready var game_manager: GM = $"/root/GameManager"
func has_enough_coins(amount: int) -> bool:
return game_manager and game_manager.get_coins() >= amount
func try_unlock_skill(skill_data: SkillData) -> bool:
if not game_manager:
return false
@@ -13,11 +18,11 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
if game_manager.is_skill_unlocked(skill_data.name):
return false
if game_manager.get_coins() < skill_data.cost:
if not has_enough_coins(skill_data.cost):
return false
game_manager.remove_coins(skill_data.cost)
game_manager.unlock_skill(skill_data.name)
game_manager.current_session_state["unlocked_skills"].append(skill_data.name)
skill_manager.add_skill(skill_data)
return true
@@ -30,9 +35,4 @@ func unlock_all_skills() -> void:
skills.append(skill.name)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("unlock_skills"):
unlock_all_skills()
skill_manager.apply_unlocked_skills()