add steam overlay, achievements and stats managers

This commit is contained in:
2026-06-23 11:17:31 +02:00
parent efb7a78cf1
commit 298e6cd229
54 changed files with 1031 additions and 13 deletions

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@@ -4,12 +4,12 @@ importer="scene"
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@@ -4,12 +4,12 @@ importer="scene"
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@@ -4,12 +4,12 @@ importer="scene"
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@@ -4,12 +4,12 @@ importer="scene"
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@@ -5,6 +5,7 @@ extends CanvasLayer
@onready var loading_screen = $LoadingScreen
@export var transition_duration: float = 1
func _ready() -> void:
color_rect.color.a = 0.0
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE

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@@ -0,0 +1,73 @@
extends Node
#Achievement e statistiche devono essere pubblicati live nel backend
#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
const KNOWN := [
"ACH_FIRST_WIN",
"ACH_PLAY_10_GAMES",
"ACH_REACH_LEVEL_5",
]
#how it works:
#func _on_player_won() -> void:
# Achievements.unlock("ACH_FIRST_WIN") #unlock the achievement at first win
#func _on_match_finished(coins_collected: int) -> void:
#update stats
#...
#check thresholds and unlock achievements
# if Stats.get_int("stat_games_played") >= 10:
# Achievements.unlock("ACH_PLAY_10_GAMES")
# if Stats.get_int("stat_total_coins") >= 100:
# Achievements.unlock("ACH_COLLECT_100_COINS")
signal unlocked(api_name: String)
func _ready() -> void:
if not SteamManager.is_on_steam:
return
Steam.user_achievement_stored.connect(_on_achievement_stored)
Steam.global_achievement_percentages_ready.connect(_on_global_percentages_ready)
Steam.requestGlobalAchievementPercentages() # asincrona
func _on_global_percentages_ready(_game: int, _result: int) -> void:
pass
func unlock(api_name: String) -> void:
if not KNOWN.has(api_name):
push_warning("Achievement unknown: %s" % api_name)
return
if is_unlocked(api_name):
return
if not Steam.setAchievement(api_name):
push_error("setAchievement failed (is published on Steam?): %s" % api_name)
return
Steam.storeStats()
unlocked.emit(api_name)
func is_unlocked(api_name: String) -> bool:
var data: Dictionary = Steam.getAchievement(api_name)
return data.get("achieved", false)
func get_display_name(api_name: String) -> String:
return Steam.getAchievementDisplayAttribute(api_name, "name")
func get_description(api_name: String) -> String:
return Steam.getAchievementDisplayAttribute(api_name, "desc")
#Global percentage of player who have unlocked the achievement
func get_global_percent(api_name: String) -> float:
var data: Dictionary = Steam.getAchievementAchievedPercent(api_name)
if not data.get("ret", false):
return -1.0 #global percentage not yet available
return data.get("percent", 0.0)
#for development only: reset an achievement
func clear(api_name: String) -> void:
Steam.clearAchievement(api_name)
Steam.storeStats()
func _on_achievement_stored(_game: int, _group: bool, api_name: String,
current: int, maximum: int) -> void:
print("Achievement confirmed by server: %s (%d/%d)" % [api_name, current, maximum])

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@@ -0,0 +1 @@
uid://vcuh547okpvj

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@@ -0,0 +1,62 @@
extends Node
#Achievement e statistiche devono essere pubblicati live nel backend
#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
const KNOWN := [
"stat_games_played",
"stat_total_score",
"stat_distance_km",
]
#how it works:
#func _on_match_finished(score: int) -> void:
# Stats.add_int("stat_games_played", 1)
# Stats.set_int("stat_total_score", Stats.get_int("stat_total_score") + score)
# Stats.store() #only one push at the end of the game
# if Stats.get_int("stat_games_played") >= 10:
# Achievements.unlock("ACH_PLAY_10_GAMES") #it call storeStats()
func _ready() -> void:
if not SteamManager.is_on_steam:
return
Steam.user_stats_stored.connect(_on_stats_stored)
func get_int(stat: String) -> int:
return Steam.getStatInt(stat)
func get_float(stat: String) -> float:
return Steam.getStatFloat(stat)
func set_int(stat: String, value: int) -> void:
if not KNOWN.has(stat):
push_warning("Stat not found: %s" % stat)
return
if not Steam.setStatInt(stat, value):
push_error("setStatInt failed (incremental with value less than current value? is published on steam?): %s" % stat)
func set_float(stat: String, value: float) -> void:
if not KNOWN.has(stat):
push_warning("Stat not found: %s" % stat)
return
if not Steam.setStatFloat(stat, value):
push_error("setStatFloat failed: %s" % stat)
func add_int(stat: String, amount: int = 1) -> void:
set_int(stat, get_int(stat) + amount)
func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void:
Steam.updateAvgRateStat(stat, count_this_session, session_length)
#Send all data to server; call it at the end of the game of when exit
func store() -> void:
if not Steam.storeStats():
push_error("storeStats failed; data saved locally")
#Development only: reset stats
func reset_all(include_achievements: bool = false) -> void:
Steam.resetAllStats(include_achievements)
Steam.storeStats()
func _on_stats_stored(_game: int, result: int) -> void:
print("Stats save on server, result=%d" % result)

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@@ -0,0 +1 @@
uid://bc3w8330cgc53

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@@ -0,0 +1,27 @@
extends Node
const APP_ID: int = 4809260 #Train Goes Choo Choo
var is_on_steam: bool = false
func _init() -> void:
OS.set_environment("SteamAppId", str(APP_ID))
OS.set_environment("SteamGameId", str(APP_ID))
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
var init := Steam.steamInitEx()
if init['status'] != Steam.STEAM_API_INIT_RESULT_OK:
push_error("Steam not initialized: %s" % init['verbal'])
return
is_on_steam = true
Steam.overlay_toggled.connect(_on_overlay_toggled)
func _process(_delta: float) -> void:
if is_on_steam:
Steam.run_callbacks() # every frame, always
func _on_overlay_toggled(active: bool, _user_initiated: bool, _app_id: int) -> void:
get_tree().paused = active

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@@ -0,0 +1 @@
uid://b8u4wynp6d6so