diff options
| author | Jan Tuomi <jan@jantuomi.fi> | 2026-01-28 18:22:34 +0200 |
|---|---|---|
| committer | Jan Tuomi <jan@jantuomi.fi> | 2026-01-28 18:22:34 +0200 |
| commit | 81c5a2c75112699297d31d5736a0770b84b2d525 (patch) | |
| tree | 746c41597362d9fb83fa16c739bc414c89d0011e /top.gd | |
| parent | 7e2875109d458e2183ad0c27f833b432981a54c2 (diff) | |
Add cinematic bars
Diffstat (limited to 'top.gd')
| -rw-r--r-- | top.gd | 24 |
1 files changed, 24 insertions, 0 deletions
@@ -57,6 +57,13 @@ func toggle_pause(): else: add_child.call_deferred(pause_menu) +func play_cine_bars(): + $CinematicBars/Player.play("cine_bars") + await $CinematicBars/Player.animation_finished + +func clear_cine_bars(): + $CinematicBars/Player.play("RESET") + # Save state logic @onready var save_state: ConfigFile = ConfigFile.new() @@ -66,11 +73,21 @@ const SAVE_ACTIVE_ROOM_PATH = "ACTIVE_ROOM_PATH" const SAVE_LAST_DOOR_NAME = "LAST_DOOR_NAME" const SAVE_GOT_ZOOP = "GOT_ZOOP" const SAVE_GOT_HANG = "GOT_HANG" +const SAVE_RELICS = "RELICS" func game_set(k: String, v: Variant): save_state.set_value(SAVE_SECTION, k, v) func game_save(): + save_state.set_value(SAVE_SECTION, SAVE_GOT_HANG, inventory.hanging) + save_state.set_value(SAVE_SECTION, SAVE_GOT_ZOOP, inventory.zoop) + + var relics_str: PackedStringArray = [] + for relic in inventory.relics: + relics_str.push_back(str(relic)) + var relics_csv = ",".join(relics_str) + save_state.set_value(SAVE_SECTION, SAVE_RELICS, relics_csv) + save_state.save(SAVE_PATH) func game_load(): @@ -82,4 +99,11 @@ func game_load(): inventory.hanging = save_state.get_value(SAVE_SECTION, SAVE_GOT_HANG, false) inventory.zoop = save_state.get_value(SAVE_SECTION, SAVE_GOT_ZOOP, false) + inventory.relics = [] + # COMMENTED OUT FOR DEV so that reloads/deaths reset relics + #var relics_csv: String = save_state.get_value(SAVE_SECTION, SAVE_RELICS, "") + #for relic in relics_csv.split(",", false): + # var relic_int = int(relic) + # inventory.relics.push_back(relic_int) + $TransitionPlayer.room_transition(null, save_active_room_path, save_last_door_name) |
