Made autoload and ui folders to clean things up

This commit is contained in:
pennyrigate 2023-02-24 17:15:20 -05:00
parent 212b49de56
commit 8cfe971e06
26 changed files with 50 additions and 43 deletions

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[gd_resource type="Theme" load_steps=2 format=2]
[ext_resource path="res://fonts/2ndpuberty_no_dropshadow.fnt" type="BitmapFont" id=1]
[resource]
default_font = ExtResource( 1 )

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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://scripts/1px_border.gdshader" type="Shader" id=1]
[resource]
shader = ExtResource( 1 )
shader_param/border_color = Color( 0.219608, 0.219608, 0.219608, 1 )
shader_param/border_corners = true

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extends CanvasLayer
#Console by hazel
#Const
const ENTRY_SEQUENCE = ["4", "1", "5"]
#Export
export var max_lines: int = 10
export var opacity: float = 0.5
#Onready
onready var console = $Console
onready var code_label = get_parent().get_node("Main/Control/ViewportContainer/Viewport/CheatLayer/CheatLabel")
##Runtime
var lines: int = 0
var time: float = 0.0
var n: int = 0
var debug = false
var allow_sword = false
var moon_jump = false
# cheat code entry
var entry_index = 0
var entry = false
var code = ""
func _ready():
#Auto do debug when playtesting
if not OS.is_debug_build():
console.visible = false
debug = false
else:
console.visible = false
debug = true
$Console/Panel.modulate.a = opacity
console.modulate.a = opacity
func _physics_process(delta):
#DEBUG
if debug == true && !entry && !entry_index > 0:
#Show console
if Input.is_action_just_pressed("debug_show"):
console.visible = !console.visible
#Move player to mouse
if Input.is_action_pressed("debug_move_player"):
Game.get_map().get_node("Player").position = get_viewport().get_mouse_position()
Debug.print(get_viewport().get_mouse_position())
#Test room
if Input.is_action_just_pressed("debug_testroom"):
Game.change_map(load("res://maps/test_room.tscn"))
#Debug 1
if Input.is_action_just_pressed("debug_1"):
Game.change_map(load("res://maps/level_select.tscn"))
#Debug 2
if Input.is_action_just_pressed("debug_2"):
Game.freeze_frame(1.0)
func print(text):
lines += 1
if lines > 1:
console.text += "\n"
if lines > 10:
var n = console.text.find("\n")
var t = console.text
t.erase(0, n+1)
lines -= 1
console.text = t + str(text)
else:
console.text += str(text)
func _on_visible_toggled(button_pressed):
if button_pressed:
console.visible = true
else:
console.visible = false
func _input(event):
if event is InputEventKey && event.is_pressed():
var character = OS.get_scancode_string(event.scancode)
if character.length() > 1:
character = ""
if entry:
if event.scancode == KEY_ENTER:
_enter_code()
Game.set_deferred("can_pause",true)
entry = false
code = ""
elif event.scancode == KEY_BACKSPACE:
code.erase(code.length() - 1, 1)
else:
code += character
code_label.text = code
else:
if character == ENTRY_SEQUENCE[entry_index]:
entry_index += 1
if entry_index >= ENTRY_SEQUENCE.size():
entry = true
entry_index = 0
_on_entry()
func _on_entry():
Game.play_sound(Game.a_star, Game.ac_cheat)
Game.can_pause = false
func _enter_code():
match code:
"30385":
for gold in get_tree().get_nodes_in_group("gold"):
var goldsprite = gold.get_node("AnimatedSprite")
goldsprite.frames = preload("res://graphics/collectibles/30385_frames.tres")
goldsprite.position.y -= 2
#goldsprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_green.png"))
"1989":
for enemy in get_tree().get_nodes_in_group("enemy"):
enemy.die()
"DGSTEEZY":
debug = true
"6DOUBLOONS":
Debug.print(get_tree().get_nodes_in_group("gold").size())
"EVILSBANE":
allow_sword = true
Input.action_press("sword")
"REDFEATHER":
moon_jump = true
"NIGHTCORE":
Engine.time_scale = 10
"UPUPANDAWAY":
get_tree().call_group("mountain_easter_egg","play","liftoff")
"MACOSX":
var player = get_tree().get_nodes_in_group("player")[0]
Game.instance_node(load("res://objects/environment/beach_ball/beach_ball.tscn"),player.global_position.x,player.global_position.y - 8,Game.get_map())

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extends Node
var file
func load_file(file_number):
var new_file = ConfigFile.new()
new_file.load("user://file%d.pr" % file_number)
file = new_file
func get_level_data(save_id):
var shards = []
shards.resize(8)
for i in 8:
shards[i] = file.get_value(save_id, "shard_%d" % i, false)
return {
# any% score and time
score_any = file.get_value(save_id, "score_any", 0),
time_any = file.get_value(save_id, "time_any", INF),
# 100% score and time
score_100 = file.get_value(save_id, "score_100", 0),
time_100 = file.get_value(save_id, "time_100", INF),
shards = shards
}
func load_options():
Game.use_lives = file.get_value("options","uselives",Game.use_lives)
func set_shard_collected(save_id, index, collected = true):
file.set_value(save_id, "shard_%d" % index, collected)
func set_score(save_id, score, is_100 = false):
file.set_value(save_id, "score_100" if is_100 else "score_any", int(score))
func set_options():
file.set_value("options","uselives",Game.use_lives)
save_file(Game.current_file)
func set_time(save_id, time, is_100 = false):
file.set_value(save_id, "time_100" if is_100 else "time_any", float(time))
func save_file(file_number):
file.save("user://file%d.pr" % file_number)

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[gd_resource type="Theme" load_steps=2 format=2]
[ext_resource path="res://fonts/2ndpuberty..fnt" type="BitmapFont" id=1]
[resource]
default_font = ExtResource( 1 )