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PlayerVariables.gd
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46 lines (34 loc) · 1.22 KB
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# Variables shared between scenes
# Also provides access to player settings
# See https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html
extends Node
@export var file_name = "user://settings.tres"
@export var score = 0
@export var AudioEnabled : bool = false
var savedSettings : SavedSettings
func _init():
# Load up the saved settings if they exist
if ResourceLoader.exists(file_name):
savedSettings = ResourceLoader.load(file_name)
else:
savedSettings = SavedSettings.new()
func get_language():
return savedSettings.language
# Set the language for this game
func set_language(language):
savedSettings.language = language
if ! language in savedSettings.high_scores:
print_debug("Creating score entry")
savedSettings.high_scores[savedSettings.language] = 0
save()
func save():
var result = ResourceSaver.save(savedSettings, file_name)
assert(result == OK)
# Sets saved high score to this high score
func get_high_score():
return savedSettings.high_scores[savedSettings.language]
# Sets saved high score to this high score
func set_high_score():
savedSettings.high_scores[savedSettings.language] = score
func is_high_score():
return savedSettings.high_scores[savedSettings.language] < score