extends Node signal levelup signal start var maxspeed = 260 var speed = 100 var score = 0 var active_biom var gamerunning = false var hiscore:int var coins:int func _ready() -> void: var save = load_save() hiscore = save["hiscore"] coins = save["hiscore"] func reset_game(): speed = 100 score = 0 active_biom = "n" gamerunning = false _ready() get_tree().reload_current_scene() var data : FileAccess func load_save() -> Dictionary: # wenn kein save vorhanden ist, erstelle eins if (not FileAccess.file_exists("user://save.json")) or (FileAccess.open("user://save.json", FileAccess.READ_WRITE).get_as_text() == ""): init_save() data = FileAccess.open("user://save.json", FileAccess.READ) var content_text: Dictionary = JSON.parse_string(data.get_as_text()) if content_text: print("loaded: ",content_text) return content_text else: print("Failed to parse JSON") return {} func write_save(): var sdata : FileAccess sdata = FileAccess.open("user://save.json",FileAccess.WRITE) var content = JSON.stringify( { "hiscore":$/root/Game/Gui/ScoreContainer.get_score() } ) print("saved: ",content) sdata.store_string(content) func init_save(): data = FileAccess.open("user://save.json", FileAccess.WRITE) data.store_string(FileAccess.open("res://code/first_save.json", FileAccess.READ).get_as_text()) data.close()