![]() The 2-10 year yield curve recently notched its deepest inversion in over 40 years. ![]() ![]() Given that those bond yields inverted in November of last year, the recession should be arriving in May. The analysts say that historically, a recession kicks off six months after the inversion of the 2-10 year curve. Short-term yields surpassing long-term yields are a highly-watched signal of an incoming recession, with the inverted 2-10 spread correctly predicting the recessions of 1990, 2001, and 2008. Strategists pointed to the inverted Treasury yield curves – namely, the spread between the 2-year and 10-year yields, and the spread between the 3-month and 10-year yields. Yes, absolutely! If your save_game() code exists in a singleton you call "Data", you just call it (from anywhere!) with Data.The bond market's notorious recession indicator has flashed signs of an incoming downturn for months – and history says it's sending a warning to markets that a downturn could kick of this quarter, according to Bank of America strategists. This takes that nodedata and writes it to your save fileĬould I use all of this save script of in the globalscript and if I did how would I call it? ![]() Each time, it will create this variable nodedata which contains a dictionary of that node's data (everything that's returned from the save() function). When you have more objects in your Persists group, this line will be called on each one. if "player" = "i", than "i.save()" can translate into "call save() on the player object". This is where we're getting the actual data to save from the player. Here we iterate through each item in our list called savenodes, and call the code indented below it for each item, calling that item "i" var nodedata = i.save() if you followed this line with print(savenodes), you should see an output that looks like ] for i in savenodes: Here we create the variable 'savenodes' and have it become an array containing all the nodes that have been added to the "Persists" group. Maybe we'll break down the lines and see what's happening: var savenodes = get_tree().get_nodes_in_group("Persist") The code snippet I posted shows the part of the code that's doing that. Your save_game function is calling the save() function on your player. How would I call the save() function in the KinematicBody2D? I've read the Docs many times and they explain it in a way that I can''t really understand. Then when I click on the continue button again I should reload my KinematicBody2D's position right? ( I added a move function so I could see if it would reload it's current pos ) But nothing happens. Then I wanted to make it so I could go back to the menu screen ( Just above ) Get_tree().change_scene("res://Scenes/scene_a.tscn") If (i = "filename" or i = "parent" or i = "posx" or i = "posy"): Get_node(currentline).add_child(newobject) Var newobject = load(currentline).instance() # First we need to create the object and add it to the tree and set its position. Savegame.open("user://savegame.save", File.READ)Ĭurrentline.parse_json(savegame.get_line()) Var currentline = # dict.parse_json() requires a declared dict. If !savegame.file_exists("user://savegame.save"): Savegame.open("user://savegame.save", File.WRITE) Var savenodes = get_tree().get_nodes_in_group("Persist") In scene_b I have a control node with a script, I added a player ( KinematicBody2D) then I followed the Godot docs Saving tutorial, which I then got this code into my Control Node Script this is what the code looked like in the Control Node (Btw there are correct spacing it just didn't load) This made it so when I clicked the ContinueButton it changed to scene_b. Get tree.changescene("res://Scenes/scene_b.tscn") So I created two scenes named scene_a and scene_b Scene_a had a continue button which I just connected to a main scene_a script with just a simple code like this.
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