game.gd cleaning and partial results screen implementation

This commit is contained in:
Haze Weathers 2023-09-10 19:28:42 -04:00
parent b126484109
commit e2b3db0b93
16 changed files with 425 additions and 436 deletions

View file

@ -1,4 +1,7 @@
extends Node2D
const PauseScreen := preload("res://objects/hud/pause_screen.tscn")
export var target_time_any = 0
export var target_time_100 = 0
export (AudioStream) var music
@ -16,12 +19,14 @@ func _ready():
Fade.connect("fade_finished", get_tree(), "set_pause", [false], CONNECT_ONESHOT)
Fade.connect("fade_finished", Game, "set", ["can_pause", true], CONNECT_ONESHOT)
Audio.play_music(music)
Game.time = 0.0
func _physics_process(delta):
Game.time += delta
if Debug.entry == false && Game.can_pause:
#Pause
if Input.is_action_just_pressed("pause") && !get_tree().paused:
var pause = Game.pause_screen.instance()
var pause = PauseScreen.instance()
if lore_entries != null && !lore_entries.empty():
var entry = lore_entries[randi() % lore_entries.size()]
pause.lore_entry = entry

View file

@ -1,6 +1,6 @@
extends "res://maps/map.gd"
var acab_shard_has_been_collected = false
var acab_shard_has_been_collected: bool = false
func _physics_process(delta):
._physics_process(delta)
@ -8,6 +8,5 @@ func _physics_process(delta):
if !acab_shard_has_been_collected:
Audio.play_shard_sound()
Game.score += 500
Game.shards += 1
Game.shards_collected[0] = true
acab_shard_has_been_collected = true