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levelMenu.gd
64 lines (52 loc) · 1.71 KB
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levelMenu.gd
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extends VBoxContainer
onready var level_normal = load("res://colorPalette/box_background.png")
onready var level_pressed = load("res://colorPalette/UI_Button_menu_1.png")
onready var level_disabled = load("res://colorPalette/UI_Level_locked.png")
const SAVE_PATH = "user://savegame.save"
var isLocked = [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]
# Called when the node enters the scene tree for the first time.
func _ready():
defineLevelAccess()
func _enter_tree():
print(get_node("/root/LevelMenu").isLocked)
isLocked = get_node("/root/LevelMenu").isLocked
defineLevelAccess()
func defineLevelAccess():
load_progress()
var level_buttons = get_tree().get_nodes_in_group("levels")
var iterator = 0
for button in level_buttons:
if isLocked[iterator]:
button.disabled = true
button.texture_disabled = level_disabled
else:
button.disabled = false
button.texture_normal = level_normal
button.get_node("Label").text = str(iterator + 1)
iterator += 1
func load_progress():
var file = File.new()
if file.file_exists(SAVE_PATH):
var isOK = file.open(SAVE_PATH, File.READ)
if isOK == OK:
print("loading...")
var data = file.get_line() # Digit line is recovered
var levelInfo = []
for level in data:
levelInfo.push_back(int(level))
isLocked = levelInfo
file.close()
else:
print("Error: Could not read save file")
func save_progress():
var file = File.new()
var isOK = file.open(SAVE_PATH, File.WRITE)
if isOK == OK:
print("saving...")
var levelInfo = "" # Info about our levels will be stored digit after digit
for level in isLocked:
levelInfo += str(level)
file.store_line(str(levelInfo))
file.close()
else:
print("Error: Could not write to save file")