forked from team-sg/hero-mark-2
finally make boss-specific stats popup
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parent
4068e19857
commit
d7e29f43e8
2 changed files with 152 additions and 15 deletions
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@ -7,6 +7,7 @@ var made_selection: bool = false
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var selected_shard: int = 0
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var tween: SceneTreeTween = null
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var hop_tween: SceneTreeTween = null
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var boss_shown: bool = false
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onready var level_path: Path2D = $LevelPath
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onready var player_position: PathFollow2D = $"%PlayerPosition"
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@ -20,6 +21,7 @@ onready var score_any: Label = $"%ScoreAny"
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onready var time_any: Label = $"%TimeAny"
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onready var score_100: Label = $"%Score100"
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onready var time_100: Label = $"%Time100"
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onready var boss_time: Label = $"%BossTime"
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onready var filled_shards: Node2D = $"%FilledShards"
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onready var shard_title: Label = $"%ShardTitle"
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onready var shard_arrow: Sprite = $"%ShardArrow"
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@ -97,7 +99,6 @@ func _gui_input(event: InputEvent) -> void:
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if not made_selection: # player is walking around
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if event.is_action_pressed("ui_accept"):
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_update_stats()
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animation_player.play("show_stats")
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made_selection = true
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elif event.is_action_pressed("ui_right"):
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var level = int(clamp(selected_level + 1, 0, LevelData.levels.size() - 1))
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@ -112,7 +113,11 @@ func _gui_input(event: InputEvent) -> void:
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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 event.is_action_pressed("ui_cancel"):
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animation_player.play("hide_stats")
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if boss_shown:
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animation_player.play("hide_boss")
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boss_shown = false
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else:
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animation_player.play("hide_stats")
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made_selection = false
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elif event.is_action_pressed("ui_right"):
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selected_shard = posmod(selected_shard + 1, 8)
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@ -139,13 +144,13 @@ func _select_level(level_id: int) -> void:
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# set text
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level_title.text = level.title
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#set world name
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print(selected_level)
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if selected_level < 2: world_title.text = "Garden of love:\nremnants of nature's beauty"
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if selected_level < 3: world_title.text = "Garden of love:\nremnants of nature's beauty"
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if selected_level == 3: world_title.text = "Artificial life:\namalgam, stranger to the gods"
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if selected_level > 3 && selected_level < 7: world_title.text = "Harsh Reality:\nHappiness through Hardship"
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if selected_level == 7: world_title.text = "Dr.Intelli the Vengeful monster:\nfriend to no one, cold metal prison"
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if selected_level > 7 && selected_level < 11: world_title.text = "Artificial world:\nend man-made suffering"
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if selected_level == 11: world_title.text = "This is it SG...\nchange the future, we believe in you"
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if selected_level > 11: world_title.text = "Great Job!\nwelcome to bonus land!"
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# initiate animation
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_travel_to_level(level.save_id)
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@ -192,16 +197,22 @@ func _update_stats() -> void:
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# fill in level panel information
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var save_id = LevelData.levels[selected_level].save_id
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var save_data: Save.LevelSaveData = Save.current_file.levels[save_id]
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score_any.text = "%05d" % save_data.score_any
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time_any.text = Game.format_time(save_data.time_any)
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score_100.text = "%05d" % save_data.score_100
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time_100.text = Game.format_time(save_data.time_100)
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var shards = filled_shards.get_children()
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for i in 8:
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shards[i].visible = save_data.shards_collected[i]
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selected_shard = 0
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shard_title.text = LevelData.levels[selected_level].shard_titles[selected_shard]
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shard_arrow.position.x = filled_shards.get_child(selected_shard).position.x
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if LevelData.levels[selected_level].boss:
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boss_time.text = Game.format_time(save_data.time_any)
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animation_player.play("show_boss")
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boss_shown = true
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else:
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score_any.text = "%05d" % save_data.score_any
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time_any.text = Game.format_time(save_data.time_any)
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score_100.text = "%05d" % save_data.score_100
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time_100.text = Game.format_time(save_data.time_100)
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var shards = filled_shards.get_children()
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for i in 8:
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shards[i].visible = save_data.shards_collected[i]
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selected_shard = 0
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shard_title.text = LevelData.levels[selected_level].shard_titles[selected_shard]
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shard_arrow.position.x = filled_shards.get_child(selected_shard).position.x
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animation_player.play("show_stats")
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func _on_StayHere_pressed() -> void:
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