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Metadata.gd
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extends Node2D
var currentUserId = ""
var data = {}
func _ready():
var userId = getUserId()
currentUserId = userId
print("currentUserId: %s" % currentUserId)
data = getDataFromCookies()
print("data: %s" % data)
func getUserId():
var userId = ""
for argument in OS.get_cmdline_args():
if argument.find("=") > -1:
var key_value = argument.split("=")
if key_value[0] == "--user-id":
userId = key_value[1]
return userId
func saveDataToCookies():
var save_game = File.new()
save_game.open("user://%s" % currentUserId, File.WRITE)
save_game.store_line(to_json(data))
save_game.close()
func getDataFromCookies():
var save_game = File.new()
if not save_game.file_exists("user://%s" % currentUserId):
return {}
save_game.open("user://%s" % currentUserId, File.READ)
var result = parse_json(save_game.get_line())
save_game.close()
return result
func saveLevel(value):
data["current_level"] = value
print("saved value %s to key %s" % [value, "current_level"])
func getLevel():
print("got value %s for key %s" % [data.get("current_level", 1), "current_level"])
# default to level 1
return data.get("current_level", 1)