From b386d4ffb9c77b178f0e2ad5398bea2851fd2f7f Mon Sep 17 00:00:00 2001 From: Haze Weathers Date: Thu, 22 Jun 2023 15:44:59 -0400 Subject: [PATCH] change way inputs are checked in level select --- menus/level_select_scholar.gd | 15 ++++++++++++--- 1 file changed, 12 insertions(+), 3 deletions(-) diff --git a/menus/level_select_scholar.gd b/menus/level_select_scholar.gd index 0aebf2c..4b94643 100644 --- a/menus/level_select_scholar.gd +++ b/menus/level_select_scholar.gd @@ -25,7 +25,17 @@ func _ready() -> void: player_position.offset = target_level.offset _select_level(selected_level) -func _input(event: InputEvent) -> void: +#func _input(event: InputEvent) -> void: +# # load selected map +# if Input.is_action_just_pressed("ui_accept"): +# Game.current_level = selected_level +# Game.change_map(LevelData.levels[selected_level].scene) +# elif Input.is_action_just_pressed("ui_right"): +# _select_level(int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1))) +# elif Input.is_action_just_pressed("ui_left"): +# _select_level(int(clamp(selected_level - 1, 0, LevelData.levels.size() - 1))) + +func _process(delta: float) -> void: # load selected map if Input.is_action_just_pressed("ui_accept"): Game.current_level = selected_level @@ -34,8 +44,7 @@ func _input(event: InputEvent) -> void: _select_level(int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1))) elif Input.is_action_just_pressed("ui_left"): _select_level(int(clamp(selected_level - 1, 0, LevelData.levels.size() - 1))) - -func _process(delta: float) -> void: + # make SG disappear inside of cave if player_position.offset >= in_cave.offset and player_position.offset <= out_cave.offset: player_sprite.visible = false