Marisa Rigate's Big Commit: Disaster Averted!

This commit is contained in:
Haze Weathers 2023-12-25 01:01:59 -05:00
parent 1215099f4d
commit 263d6219cc
19 changed files with 314 additions and 95 deletions

View file

@ -24,8 +24,6 @@ onready var filled_shards: Node2D = $"%FilledShards"
onready var shard_title: Label = $"%ShardTitle"
onready var shard_arrow: Sprite = $"%ShardArrow"
onready var animation_player: AnimationPlayer = $AnimationPlayer
onready var forward_status: TabContainer = $"%ForwardStatus"
onready var shards_required: Label = $"%ShardsRequired"
func _ready() -> void:
Fade.fade_in(0.4)
@ -91,15 +89,7 @@ func _input(event: InputEvent) -> void:
shard_arrow.position.x = filled_shards.get_child(selected_shard).position.x
func _select_level(level_id: int) -> void:
var level: LevelEntry = LevelData.levels[level_id]
# fail if required boss is not beaten
if not level.boss_required.empty():
var boss_save = Save.current_file.levels[level.boss_required]
if not boss_save.completed:
return
# fail if not enough shards
if Save.current_file.get_total_shards() < level.shards_required:
return
var level = LevelData.levels[level_id]
selected_level = level_id
# hide arrows at edges of leve set
if level_id == 0:
@ -107,19 +97,9 @@ func _select_level(level_id: int) -> void:
else:
back_arrow.modulate.a = 1.0
if level_id == LevelData.levels.size() - 1:
forward_status.current_tab = 0
forward_arrow.modulate.a = 0.0
else:
forward_status.current_tab = 0
forward_arrow.modulate.a = 1.0
var next_level = LevelData.levels[level_id + 1]
if Save.current_file.get_total_shards() < next_level.shards_required:
forward_status.current_tab = 1
shards_required.text = str(next_level.shards_required)
if not next_level.boss_required.empty():
var boss_save = Save.current_file.levels[next_level.boss_required]
if not boss_save.completed:
forward_status.current_tab = 2
# set text
level_title.text = level.title
# initiate animation