extends Node2D export var stage_name = "test stage" export var high_score = 0 export var already_beaten = false export var powerup_card = "res://Pegs/Yellow/PowerupCards/ExtraBall.tscn" func _ready(): load_level() var _killzone_connec = GameStats.connect("win_animation_finished", self, "save_level") GameStats.multiplier = 1 func _physics_process(_delta): fast_forward() func fast_forward(): if (Input.is_action_pressed("fast_forward")): Engine.time_scale = 3 if (Input.is_action_just_released("fast_forward")): Engine.time_scale = 1 func load_level(): var filename = give_filename() var file = File.new() if file.file_exists(filename): var err = file.open(filename, File.READ) if err == OK: var data = file.get_var() file.close() load_data(data) func load_data(data): already_beaten = data.already_beaten high_score = data.high_score func save_level(): if !already_beaten: GameStats.unlock_points += 10 already_beaten = true else: GameStats.unlock_points += 5 if GameStats.score > high_score: # new highscore!!! high_score = GameStats.score var data = { "high_score" : high_score, "already_beaten" : already_beaten } var file = File.new() var err = file.open(give_filename(), File.WRITE) if err == OK: file.store_var(data) file.close() else: print("something went wrong while saving your high scores! please check file permissions!") Saves.save_game() func give_filename(): var save_path = "user://" + String(stage_name) + ".dat" return save_path