forked from team-sg/hero-mark-2
game.gd cleaning and partial results screen implementation
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16 changed files with 425 additions and 436 deletions
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@ -16,34 +16,6 @@ func _physics_process(delta):
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func _on_Area2D_area_entered(area):
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if area.is_in_group("player_hitbox"):
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#BONUSES
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Game.final_score = Game.score
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Game.bonuses = [0,0,0,0]
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#Collection bonus
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if Game.keys == 50: Game.Bonuses.Collection_Bonus += 500
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if Game.shards == 5: Game.Bonuses.Collection_Bonus += 500
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if Game.keys == 50 && Game.shards == 5:
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Game.Bonuses.Collection_Bonus += 250
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Game.shards_collected[5] = true
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#Time bonus
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if Game.keys == 50 && Game.shards == 5:
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if Game.time < map.target_time_100:
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Game.Bonuses.Time_Bonus += max(2500 - 2500 * int(Game.time / map.target_time_100), 0)
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Game.shards_collected[6] = true
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else:
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if Game.time < map.target_time_any:
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Game.Bonuses.Time_Bonus += max(2500 - 2500 * int(Game.time / map.target_time_any), 0)
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Game.shards_collected[6] = true
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#Life bonus
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if Game.lives == 1: Game.Bonuses.Life_Bonus += 500
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if Game.lives == 2:
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Game.Bonuses.Life_Bonus += 1500
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Game.shards_collected[7] = true
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#Perfect bonus
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if Game.lives == 2 && Game.keys == 50 && Game.shards == 5 && Game.time < map.target_time_100:
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Game.Bonuses.Perfect_Bonus += 1000
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for bonus in Game.bonuses:
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Game.final_score += bonus
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if Game.final_score > Game.high_final_score: Game.high_final_score = Game.final_score
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Game.save()
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Game.change_map(load("res://maps/level_select.tscn"))
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Game.tally_scores()
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SceneManager.change_scene(preload("res://menus/results.tscn").instance())
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# Game.change_map(load("res://maps/level_select.tscn"))
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