Added indexes saving
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+27
-2
@@ -10,6 +10,7 @@ var data : WorldData
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var current_area : AreaData
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var current_stage : StageData
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var current_sector : SectorData
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var current_passage : PassageData
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var _current_passage_scene : Passage
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var _current_area_map_scene : AreaMap
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@@ -24,7 +25,7 @@ func _ready() -> void:
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pause_screen.hide()
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game_over_screen.hide()
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start_game(SaveManager.get_game_data())
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start_game(SaveManager.game_data)
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func _input(event: InputEvent) -> void:
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@@ -70,6 +71,8 @@ func _create_game_map() -> void:
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func _show_map() -> void:
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if _current_passage_scene != null: _current_passage_scene.queue_free()
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_current_area_map_scene.current_sector = current_sector
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_current_area_map_scene.selected_sector = current_sector
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_current_area_map_scene.show()
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@@ -77,11 +80,13 @@ func _create_passage(passage_data: PassageData) -> void:
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if _current_passage_scene != null: _current_passage_scene.queue_free()
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_current_area_map_scene.hide()
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current_passage = passage_data
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_current_passage_scene = PASSAGE.instantiate()
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add_child(_current_passage_scene)
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_current_passage_scene.data = passage_data
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_current_passage_scene.completed.connect(_show_map)
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_current_passage_scene.completed.connect(_on_passage_completion)
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_current_passage_scene.player_died.connect(_on_passage_player_died)
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@@ -100,4 +105,24 @@ func _show_main_menu() -> void:
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func _on_passage_player_died() -> void:
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SaveManager.delete_game_data()
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game_over_screen.show()
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func _on_passage_completion() -> void:
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current_sector = current_passage.next_sector
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_update_data_indexes()
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_show_map()
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func _update_data_indexes() -> void:
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for area_index in range(data.areas.size()):
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var area := data.areas[area_index]
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for stage_index in range(area.stages.size()):
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var stage := area.stages[stage_index]
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for sector_index in range(stage.sectors.size()):
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if stage.sectors[sector_index] == current_sector:
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SaveManager.game_data.current_area_index = area_index
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SaveManager.game_data.current_stage_index = stage_index
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SaveManager.game_data.current_sector_index = sector_index
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SaveManager.save()
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