test stats anche achievements
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@@ -1,5 +1,8 @@
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extends Path3D
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const STEAM_DISTANCE_STAT: String = "stat_distance_km"
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const STEAM_DISTANCE_KM_PER_UNIT: float = 1#0.001
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@export_group("Train")
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##train speed
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@export var train_speed: float = 6.0
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@@ -79,6 +82,7 @@ var tween_restart: Tween
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var environment_config: EnvironmentConfig
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var wagon_instances: Array[Node3D] = []
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var wagon_progress_offsets: Array[float] = []
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var _pending_steam_distance_km: float = 0.0
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func _ready() -> void:
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randomize()
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@@ -328,6 +332,7 @@ func train_move(delta: float) -> void:
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var current_speed = train_speed * stop_multiply
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train_progress += current_speed * delta
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_track_steam_distance(abs(current_speed) * delta)
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if enable_stops and stop_offset.size() > 0:
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var target_offset = stop_offset[next_stop_index]
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@@ -385,6 +390,29 @@ func train_move(delta: float) -> void:
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train_instance.rotation.z += curve_roll
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train_instance.rotation.x += curve_pitch
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#Calculate train distance for steam stats
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func _track_steam_distance(distance_units: float) -> void:
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if distance_units <= 0.0 or not SteamManager.is_on_steam:
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return
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_pending_steam_distance_km += distance_units * STEAM_DISTANCE_KM_PER_UNIT
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var whole_km: int = int(floor(_pending_steam_distance_km))
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if whole_km <= 0:
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return
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_pending_steam_distance_km -= float(whole_km)
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var total_distance_km: int = StatsManager.get_int(STEAM_DISTANCE_STAT) + whole_km
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StatsManager.set_int(STEAM_DISTANCE_STAT, total_distance_km)
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_check_distance_achievements(total_distance_km)
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StatsManager.store()
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#Check achievements
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func _check_distance_achievements(total_distance_km: int) -> void:
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if total_distance_km >= 100:
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AchievementManager.unlock("ACH_DISTANCE_100")
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if total_distance_km >= 200:
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AchievementManager.unlock("ACH_DISTANCE_200")
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func _execute_stop(go_forward: bool = true) -> void:
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stop_ongoing = true
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stop_multiply = 0.0
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@@ -1,25 +1,26 @@
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extends Node
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#Achievement e statistiche devono essere pubblicati live nel backend
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#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
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#Achievements and stats must be published on Steam even if game is not yet released
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#if you have an error setting achievements or stats in debug mode remember to open your steam client
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#with jmp games account or another account who bought this game. If error persist try to clos and reopen steam client.
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const KNOWN := [
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"ACH_FIRST_WIN",
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"ACH_PLAY_10_GAMES",
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"ACH_REACH_LEVEL_5",
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"ACH_DISTANCE_100",
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"ACH_DISTANCE_200",
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"ACH_10_PHOTOS",
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]
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#how it works:
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#func _on_player_won() -> void:
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# Achievements.unlock("ACH_FIRST_WIN") #unlock the achievement at first win
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# Achievements.unlock("ACH_DISTANCE_100") #unlock the achievement at first win
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#func _on_match_finished(coins_collected: int) -> void:
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#update stats
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#...
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#check thresholds and unlock achievements
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# if Stats.get_int("stat_games_played") >= 10:
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# Achievements.unlock("ACH_PLAY_10_GAMES")
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# if Stats.get_int("stat_total_coins") >= 100:
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# Achievements.unlock("ACH_COLLECT_100_COINS")
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# if Stats.get_int("stat_distance_km") >= 100:
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# Achievements.unlock("ACH_DISTANCE_100")
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# if Stats.get_int("stat_distance_km") >= 200:
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# Achievements.unlock("ACH_DISTANCE_200")
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signal unlocked(api_name: String)
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@@ -1,11 +1,17 @@
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extends Node
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#Achievement e statistiche devono essere pubblicati live nel backend
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#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
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### SISETMARE SU RAILS IL FATTORE DI CONVERSIONE DA UNITA' A KM!!!
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### ORA HO LASCIATO 1:1 PER TEST
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#Achievements and stats must be published on Steam even if game is not yet released
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#if you have an error setting achievements or stats in debug mode remember to open your steam client
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#with jmp games account or another account who bought this game. If error persist try to clos and reopen steam client.
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const KNOWN := [
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"stat_games_played",
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"stat_total_score",
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"stat_distance_km",
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"stat_stop_number",
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"stat_photo_number",
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"stat_toottoot_number",
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]
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#how it works:
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@@ -16,6 +22,7 @@ const KNOWN := [
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# if Stats.get_int("stat_games_played") >= 10:
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# Achievements.unlock("ACH_PLAY_10_GAMES") #it call storeStats()
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func _ready() -> void:
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if not SteamManager.is_on_steam:
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return
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@@ -32,6 +39,7 @@ func set_int(stat: String, value: int) -> void:
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if not KNOWN.has(stat):
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push_warning("Stat not found: %s" % stat)
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return
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if not Steam.setStatInt(stat, value):
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push_error("setStatInt failed (incremental with value less than current value? is published on steam?): %s" % stat)
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@@ -39,6 +47,7 @@ func set_float(stat: String, value: float) -> void:
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if not KNOWN.has(stat):
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push_warning("Stat not found: %s" % stat)
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return
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if not Steam.setStatFloat(stat, value):
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push_error("setStatFloat failed: %s" % stat)
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@@ -59,4 +68,5 @@ func reset_all(include_achievements: bool = false) -> void:
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Steam.storeStats()
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func _on_stats_stored(_game: int, result: int) -> void:
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print("Stats save on server, result=%d" % result)
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if !result:
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print("stats not ready: (result %d)" % [result])
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@@ -1,5 +1,8 @@
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extends Node
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#if you have an error setting achievements or stats in debug mode remember to open your steam client
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#with jmp games account or another account who bought this game. If error persist try to clos and reopen steam client.
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const APP_ID: int = 4809260 #Train Goes Choo Choo
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var is_on_steam: bool = false
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@@ -21,7 +24,7 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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if is_on_steam:
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Steam.run_callbacks() # every frame, always
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Steam.run_callbacks() #every frame, forever
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func _on_overlay_toggled(active: bool, _user_initiated: bool, _app_id: int) -> void:
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get_tree().paused = active
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@@ -262,6 +262,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -91.191925, 0, 539.03174)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -312.19193, 0, 349.03174)
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[node name="Control" type="Control" parent="." unique_id=630650980]
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visible = false
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layout_mode = 3
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anchors_preset = 0
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offset_right = 40.0
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