forked from team-sg/hero-mark-2
renamed game.golds into game.keys
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parent
bc57ba4171
commit
51a6a6c10d
7 changed files with 14 additions and 15 deletions
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@ -4,7 +4,7 @@ var resolution = Vector2(256,192)
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var current_sector = Vector2(0,0)
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#Onreadys
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#Collectibles
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var golds = 0
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var keys = 0
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var stars = [false,false,false,false,false]
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var shards = 0
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var arrows = 0
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@ -60,7 +60,7 @@ func change_map(map: PackedScene):
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#Clear data
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func clear_collectibles():
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score = 0
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golds = 0
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keys = 0
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stars = [false,false,false,false,false]
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shards = 0
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shards_collected = [false,false,false,false,false,false,false,false,false,false]
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@ -72,7 +72,7 @@ func clear_collectibles():
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func save():
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var save_id = LevelData.levels[current_level].save_id
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var save_data = Save.get_level_data(save_id)
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var is_100 = shards >= 5 && golds >= 50
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var is_100 = shards >= 5 && keys >= 50
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# set score and time depending on completion
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if score > save_data["score_100" if is_100 else "score_any"]:
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Save.set_score(save_id, score, is_100)
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@ -103,7 +103,7 @@ func timeify(input):
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func restart_level():
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if score > high_score: high_score = score
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score = 0
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golds = 0
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keys = 0
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stars = [false,false,false,false,false]
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shards = 0
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arrows = 0
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@ -125,7 +125,7 @@ func freeze_frame(time):
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#Check if 100%ed
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func has_collection_bonus():
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return shards == 5 && golds == 50
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return shards == 5 && keys == 50
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# called when player dies
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func _on_player_died() -> void:
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@ -30,7 +30,7 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("restart"):
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Game.call_deferred("restart_level")
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if Game.golds == 50 && Game.shards == 5:
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if Game.keys == 50 && Game.shards == 5:
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#Time bonus
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collectible_bonus = true
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#Time bonus
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@ -9,7 +9,7 @@ func _ready():
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func _on_Area2D_area_entered(area):
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#Collect
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if area.is_in_group("player_hitbox"):
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Game.golds += value
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Game.keys += value
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Game.score += 5
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Audio.play_sound(Audio.a_gold,Audio.ac_collectible)
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queue_free()
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@ -21,7 +21,7 @@ func _ready():
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func _physics_process(delta):
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#Open
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if Game.golds >= cost: open = true
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if Game.keys >= cost: open = true
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if open == true:
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sprite.region_rect.size.y -= 1
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if sprite.region_rect.size.y < 1: queue_free()
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@ -11,7 +11,7 @@ func _ready():
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func _physics_process(delta):
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if Game.shards >= cost:
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if Game.keys >= cost:
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anims.play("open")
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func _on_Area2D_area_entered(area):
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@ -19,13 +19,13 @@ func _on_Area2D_area_entered(area):
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if Game.score > Game.high_score: Game.high_score = Game.score
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#BONUSES
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#Collection bonus
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if Game.golds == 50: Game.score += 500
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if Game.keys == 50: Game.score += 500
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if Game.shards == 5: Game.score += 500
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if Game.golds == 50 && Game.shards == 5:
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if Game.keys == 50 && Game.shards == 5:
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Game.score += 250
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Game.shards_collected[5] = true
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#Time bonus
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if Game.golds == 50 && Game.shards == 5:
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if Game.keys == 50 && Game.shards == 5:
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if Game.time < map.target_time_100:
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Game.score += max(2500 - 2500 * int(Game.time / map.target_time_100), 0)
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Game.shards_collected[6] = true
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@ -39,7 +39,7 @@ func _on_Area2D_area_entered(area):
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Game.score += 1500
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Game.shards_collected[7] = true
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#Perfect bonus
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if Game.lives == 2 && Game.golds == 50 && Game.shards == 5 && Game.time < map.target_time_100:
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if Game.lives == 2 && Game.keys == 50 && Game.shards == 5 && Game.time < map.target_time_100:
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Game.score += 1000
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Game.save()
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Game.change_map(load("res://maps/level_select.tscn"))
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@ -5,7 +5,6 @@
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[ext_resource path="res://graphics/exit/exit.png" type="Texture" id=3]
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[ext_resource path="res://shaders/1px_border.gdshader" type="Shader" id=4]
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[sub_resource type="ShaderMaterial" id=1]
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shader = ExtResource( 4 )
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shader_param/border_color = Color( 0, 0, 0, 1 )
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@ -28,7 +28,7 @@ func _ready():
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func _physics_process(delta):
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#Gold Counter
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gold_counter.text = "%02d" % Game.golds
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gold_counter.text = "%02d" % Game.keys
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#Shard Counter
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shard_counter.text = str(Game.shards)
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#Star Counter
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