forked from team-sg/hero-mark-2
Marisa Rigate's Big Commit: Disaster Averted!
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parent
1215099f4d
commit
263d6219cc
19 changed files with 314 additions and 95 deletions
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@ -24,8 +24,6 @@ onready var filled_shards: Node2D = $"%FilledShards"
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onready var shard_title: Label = $"%ShardTitle"
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onready var shard_arrow: Sprite = $"%ShardArrow"
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onready var animation_player: AnimationPlayer = $AnimationPlayer
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onready var forward_status: TabContainer = $"%ForwardStatus"
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onready var shards_required: Label = $"%ShardsRequired"
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func _ready() -> void:
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Fade.fade_in(0.4)
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@ -91,15 +89,7 @@ func _input(event: InputEvent) -> void:
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shard_arrow.position.x = filled_shards.get_child(selected_shard).position.x
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func _select_level(level_id: int) -> void:
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var level: LevelEntry = LevelData.levels[level_id]
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# fail if required boss is not beaten
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if not level.boss_required.empty():
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var boss_save = Save.current_file.levels[level.boss_required]
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if not boss_save.completed:
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return
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# fail if not enough shards
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if Save.current_file.get_total_shards() < level.shards_required:
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return
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var level = LevelData.levels[level_id]
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selected_level = level_id
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# hide arrows at edges of leve set
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if level_id == 0:
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@ -107,19 +97,9 @@ func _select_level(level_id: int) -> void:
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else:
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back_arrow.modulate.a = 1.0
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if level_id == LevelData.levels.size() - 1:
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forward_status.current_tab = 0
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forward_arrow.modulate.a = 0.0
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else:
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forward_status.current_tab = 0
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forward_arrow.modulate.a = 1.0
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var next_level = LevelData.levels[level_id + 1]
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if Save.current_file.get_total_shards() < next_level.shards_required:
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forward_status.current_tab = 1
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shards_required.text = str(next_level.shards_required)
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if not next_level.boss_required.empty():
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var boss_save = Save.current_file.levels[next_level.boss_required]
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if not boss_save.completed:
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forward_status.current_tab = 2
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# set text
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level_title.text = level.title
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# initiate animation
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