forked from team-sg/hero-mark-2
change way inputs are checked in level select
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parent
52dd5221b0
commit
b386d4ffb9
1 changed files with 12 additions and 3 deletions
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@ -25,7 +25,17 @@ func _ready() -> void:
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player_position.offset = target_level.offset
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player_position.offset = target_level.offset
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_select_level(selected_level)
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_select_level(selected_level)
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func _input(event: InputEvent) -> void:
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#func _input(event: InputEvent) -> void:
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# # load selected map
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# if Input.is_action_just_pressed("ui_accept"):
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# Game.current_level = selected_level
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# Game.change_map(LevelData.levels[selected_level].scene)
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# elif Input.is_action_just_pressed("ui_right"):
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# _select_level(int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1)))
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# elif Input.is_action_just_pressed("ui_left"):
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# _select_level(int(clamp(selected_level - 1, 0, LevelData.levels.size() - 1)))
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func _process(delta: float) -> void:
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# load selected map
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# load selected map
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if Input.is_action_just_pressed("ui_accept"):
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if Input.is_action_just_pressed("ui_accept"):
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Game.current_level = selected_level
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Game.current_level = selected_level
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@ -34,8 +44,7 @@ func _input(event: InputEvent) -> void:
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_select_level(int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1)))
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_select_level(int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1)))
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elif Input.is_action_just_pressed("ui_left"):
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elif Input.is_action_just_pressed("ui_left"):
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_select_level(int(clamp(selected_level - 1, 0, LevelData.levels.size() - 1)))
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_select_level(int(clamp(selected_level - 1, 0, LevelData.levels.size() - 1)))
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func _process(delta: float) -> void:
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# make SG disappear inside of cave
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# make SG disappear inside of cave
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if player_position.offset >= in_cave.offset and player_position.offset <= out_cave.offset:
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if player_position.offset >= in_cave.offset and player_position.offset <= out_cave.offset:
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player_sprite.visible = false
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player_sprite.visible = false
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