forked from team-sg/hero-mark-2
fix most of the script errors and warnings, fixed a couple tiny bugs in the process :)
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parent
9435089f21
commit
72733db609
23 changed files with 55 additions and 63 deletions
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@ -22,15 +22,15 @@ func _init() -> void:
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func get_key(action: String) -> int:
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var scancode = cfg.get_value(action, "keyboard")
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if scancode == null:
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var scancode = cfg.get_value(action, "keyboard", -1)
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if scancode == -1:
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scancode = _get_default_key(action)
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return scancode
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func get_button(action: String) -> int:
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var button_index = cfg.get_value(action, "gamepad")
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if button_index == null:
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var button_index = cfg.get_value(action, "gamepad", -1)
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if button_index == -1:
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button_index = _get_default_button(action)
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return button_index
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@ -58,8 +58,8 @@ func _apply_saved_bindings() -> void:
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func _configure_action_key(action: String) -> void:
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var scancode = cfg.get_value(action, "keyboard")
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if scancode == null:
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var scancode = cfg.get_value(action, "keyboard", -1)
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if scancode == -1:
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scancode = _get_default_key(action)
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_apply_action_key(action, scancode)
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var linked_action = LINKED_ACTIONS.get(action)
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@ -68,8 +68,8 @@ func _configure_action_key(action: String) -> void:
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func _configure_action_button(action: String) -> void:
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var button_index = cfg.get_value(action, "gamepad")
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if button_index == null:
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var button_index = cfg.get_value(action, "gamepad", -1)
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if button_index == -1:
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button_index = _get_default_button(action)
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_apply_action_button(action, button_index)
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var linked_action = LINKED_ACTIONS.get(action)
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@ -95,7 +95,7 @@ func _set_difficulty(value: int) -> void:
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func instance_node(node:PackedScene,x:float,y:float,parent):
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var Instance = node.instance()
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Instance.global_position = Vector2(x,y)
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parent.add_child(Instance)
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parent.call_deferred("add_child", Instance)
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#Get position in sectors
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func get_sector(pos):
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@ -122,12 +122,12 @@ func tally_scores() -> void:
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shards_collected[5] = true
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# 100% time bonus
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if time < map.target_time_100:
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0)
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0) as int
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shards_collected[6] = true
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else:
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# any% time bonus
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if time < map.target_time_any:
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0)
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time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0) as int
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shards_collected[6] = true
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# life bonus
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if deaths == 0:
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@ -195,10 +195,10 @@ func save():
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# save score and time depending on completion
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if _get_shards() >= 5 && keys >= 50:
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save_data.score_100 = max(save_data.score_100, final_score)
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save_data.score_100 = max(save_data.score_100, final_score) as int
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save_data.time_100 = min(save_data.time_100, time)
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else:
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save_data.score_any = max(save_data.score_any, final_score)
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save_data.score_any = max(save_data.score_any, final_score) as int
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save_data.time_any = min(save_data.time_any, time)
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# set shards
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@ -207,7 +207,7 @@ func save():
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save_data.shards_collected[i] = true
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# set keys
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save_data.keys_collected = max(save_data.keys_collected, keys)
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save_data.keys_collected = max(save_data.keys_collected, keys) as int
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# mark as completed
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save_data.completed = true
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@ -272,9 +272,9 @@ func restart_level():
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Audio.ac_music.stream_paused = false
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#Freeze frame
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func freeze_frame(time):
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func freeze_frame(freeze_time):
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get_tree().paused = true
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var timer = get_tree().create_timer(time, true)
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var timer = get_tree().create_timer(freeze_time, true)
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timer.connect("timeout", get_tree(), "set_pause", [false])
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return timer
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@ -321,6 +321,6 @@ func _on_player_died() -> void:
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Audio.play_sound(Audio.a_die, Audio.ac_die)
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# death score penalty
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if use_lives == false && lives < 0:
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score = max(0, score - 500)
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score = max(0, score - 500) as int
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# freezeframe
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Game.freeze_frame(0.3)
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@ -174,6 +174,8 @@ func request_execute(component: String, parameters: Dictionary = {}, echo: Strin
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var body = "input=" + to_json(request).percent_encode()
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# make request
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var err = http.request(GATEWAY_URI, headers, true, HTTPClient.METHOD_POST, body)
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if err != OK:
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push_error("Invalid HTTP request")
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# yield response
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yield(http, "request_completed")
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return _response
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@ -4,6 +4,10 @@ extends Light2D
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onready var viewport: Viewport = $Viewport
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func _ready() -> void:
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texture = viewport.get_texture()
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func _process(delta: float) -> void:
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var main_viewport = get_viewport()
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if viewport.canvas_transform != main_viewport.canvas_transform:
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@ -1,12 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://autoloads/stain_layer.gd" type="Script" id=1]
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[sub_resource type="ViewportTexture" id=1]
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viewport_path = NodePath("Viewport")
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[node name="StainLight" type="Light2D" groups=["viewport_autoload"]]
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texture = SubResource( 1 )
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offset = Vector2( 128, 96 )
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mode = 2
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range_item_cull_mask = 2
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