renamed game.golds into game.keys

This commit is contained in:
pennyrigate 2023-05-08 03:16:41 -04:00
parent bc57ba4171
commit 51a6a6c10d
7 changed files with 14 additions and 15 deletions

View file

@ -4,7 +4,7 @@ var resolution = Vector2(256,192)
var current_sector = Vector2(0,0) var current_sector = Vector2(0,0)
#Onreadys #Onreadys
#Collectibles #Collectibles
var golds = 0 var keys = 0
var stars = [false,false,false,false,false] var stars = [false,false,false,false,false]
var shards = 0 var shards = 0
var arrows = 0 var arrows = 0
@ -60,7 +60,7 @@ func change_map(map: PackedScene):
#Clear data #Clear data
func clear_collectibles(): func clear_collectibles():
score = 0 score = 0
golds = 0 keys = 0
stars = [false,false,false,false,false] stars = [false,false,false,false,false]
shards = 0 shards = 0
shards_collected = [false,false,false,false,false,false,false,false,false,false] shards_collected = [false,false,false,false,false,false,false,false,false,false]
@ -72,7 +72,7 @@ func clear_collectibles():
func save(): func save():
var save_id = LevelData.levels[current_level].save_id var save_id = LevelData.levels[current_level].save_id
var save_data = Save.get_level_data(save_id) var save_data = Save.get_level_data(save_id)
var is_100 = shards >= 5 && golds >= 50 var is_100 = shards >= 5 && keys >= 50
# set score and time depending on completion # set score and time depending on completion
if score > save_data["score_100" if is_100 else "score_any"]: if score > save_data["score_100" if is_100 else "score_any"]:
Save.set_score(save_id, score, is_100) Save.set_score(save_id, score, is_100)
@ -103,7 +103,7 @@ func timeify(input):
func restart_level(): func restart_level():
if score > high_score: high_score = score if score > high_score: high_score = score
score = 0 score = 0
golds = 0 keys = 0
stars = [false,false,false,false,false] stars = [false,false,false,false,false]
shards = 0 shards = 0
arrows = 0 arrows = 0
@ -125,7 +125,7 @@ func freeze_frame(time):
#Check if 100%ed #Check if 100%ed
func has_collection_bonus(): func has_collection_bonus():
return shards == 5 && golds == 50 return shards == 5 && keys == 50
# called when player dies # called when player dies
func _on_player_died() -> void: func _on_player_died() -> void:

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@ -30,7 +30,7 @@ func _physics_process(delta):
if Input.is_action_just_pressed("restart"): if Input.is_action_just_pressed("restart"):
Game.call_deferred("restart_level") Game.call_deferred("restart_level")
if Game.golds == 50 && Game.shards == 5: if Game.keys == 50 && Game.shards == 5:
#Time bonus #Time bonus
collectible_bonus = true collectible_bonus = true
#Time bonus #Time bonus

View file

@ -9,7 +9,7 @@ func _ready():
func _on_Area2D_area_entered(area): func _on_Area2D_area_entered(area):
#Collect #Collect
if area.is_in_group("player_hitbox"): if area.is_in_group("player_hitbox"):
Game.golds += value Game.keys += value
Game.score += 5 Game.score += 5
Audio.play_sound(Audio.a_gold,Audio.ac_collectible) Audio.play_sound(Audio.a_gold,Audio.ac_collectible)
queue_free() queue_free()

View file

@ -21,7 +21,7 @@ func _ready():
func _physics_process(delta): func _physics_process(delta):
#Open #Open
if Game.golds >= cost: open = true if Game.keys >= cost: open = true
if open == true: if open == true:
sprite.region_rect.size.y -= 1 sprite.region_rect.size.y -= 1
if sprite.region_rect.size.y < 1: queue_free() if sprite.region_rect.size.y < 1: queue_free()

View file

@ -11,7 +11,7 @@ func _ready():
func _physics_process(delta): func _physics_process(delta):
if Game.shards >= cost: if Game.keys >= cost:
anims.play("open") anims.play("open")
func _on_Area2D_area_entered(area): func _on_Area2D_area_entered(area):
@ -19,13 +19,13 @@ func _on_Area2D_area_entered(area):
if Game.score > Game.high_score: Game.high_score = Game.score if Game.score > Game.high_score: Game.high_score = Game.score
#BONUSES #BONUSES
#Collection bonus #Collection bonus
if Game.golds == 50: Game.score += 500 if Game.keys == 50: Game.score += 500
if Game.shards == 5: Game.score += 500 if Game.shards == 5: Game.score += 500
if Game.golds == 50 && Game.shards == 5: if Game.keys == 50 && Game.shards == 5:
Game.score += 250 Game.score += 250
Game.shards_collected[5] = true Game.shards_collected[5] = true
#Time bonus #Time bonus
if Game.golds == 50 && Game.shards == 5: if Game.keys == 50 && Game.shards == 5:
if Game.time < map.target_time_100: if Game.time < map.target_time_100:
Game.score += max(2500 - 2500 * int(Game.time / map.target_time_100), 0) Game.score += max(2500 - 2500 * int(Game.time / map.target_time_100), 0)
Game.shards_collected[6] = true Game.shards_collected[6] = true
@ -39,7 +39,7 @@ func _on_Area2D_area_entered(area):
Game.score += 1500 Game.score += 1500
Game.shards_collected[7] = true Game.shards_collected[7] = true
#Perfect bonus #Perfect bonus
if Game.lives == 2 && Game.golds == 50 && Game.shards == 5 && Game.time < map.target_time_100: if Game.lives == 2 && Game.keys == 50 && Game.shards == 5 && Game.time < map.target_time_100:
Game.score += 1000 Game.score += 1000
Game.save() Game.save()
Game.change_map(load("res://maps/level_select.tscn")) Game.change_map(load("res://maps/level_select.tscn"))

View file

@ -5,7 +5,6 @@
[ext_resource path="res://graphics/exit/exit.png" type="Texture" id=3] [ext_resource path="res://graphics/exit/exit.png" type="Texture" id=3]
[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=4] [ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=4]
[sub_resource type="ShaderMaterial" id=1] [sub_resource type="ShaderMaterial" id=1]
shader = ExtResource( 4 ) shader = ExtResource( 4 )
shader_param/border_color = Color( 0, 0, 0, 1 ) shader_param/border_color = Color( 0, 0, 0, 1 )

View file

@ -28,7 +28,7 @@ func _ready():
func _physics_process(delta): func _physics_process(delta):
#Gold Counter #Gold Counter
gold_counter.text = "%02d" % Game.golds gold_counter.text = "%02d" % Game.keys
#Shard Counter #Shard Counter
shard_counter.text = str(Game.shards) shard_counter.text = str(Game.shards)
#Star Counter #Star Counter