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-rw-r--r--top.gd24
1 files changed, 24 insertions, 0 deletions
diff --git a/top.gd b/top.gd
index 85bf86e..bd664f5 100644
--- a/top.gd
+++ b/top.gd
@@ -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)