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- extends Node
- var last_level_path
- var last_level_score = 0
- var _save: SaveData
- func _ready() -> void:
- _create_or_load_save()
- #_save_score()
-
- func load_level(level_path):
- if not ResourceLoader.exists(level_path):
- return
- last_level_path = level_path
- _create_or_load_save()
- get_tree().change_scene_to_file(level_path)
-
- func _create_or_load_save() -> void:
-
- if SaveData.save_exists():
- _save = SaveData.load_score_data()
- print("current level: " + str(last_level_path) + "- current score: " + str(_save.get_highscore_entry(last_level_path)))
-
- else:
- _save = SaveData.new()
- #_save.level01_score = last_level_score
- print ("saving score...")
-
- _save.save_score_data()
- func save_score():
- #print (SaveData.load_score_data())
- #if last_level_score > _save.last_score:
- _save.last_score = last_level_score
- _save.level_name = last_level_path
- _save.save_score_data()
- func get_highscore_entry(_level_name):
- return _save.get_highscore_entry(_level_name)
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