forked from team-sg/hero-mark-2
added infinite lives mode
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f19a49f6e7
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ed04bf1c2e
13 changed files with 109 additions and 11 deletions
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@ -296,32 +296,44 @@ func exit_transport():
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current_state = State.FALL
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func die():
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Game.ac_climb.set_stream(null) # stop climbing sound
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Game.ac_climb.set_stream(null) # stop climbing sound\
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#If the player is already dead, don't kill them again
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if current_state == State.INACTIVE:
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return
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#Create particles
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var new_particles = death_particles.duplicate()
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get_parent().add_child(new_particles)
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new_particles.global_position = global_position
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new_particles.emitting = true
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sprite.visible = false
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current_state = State.INACTIVE
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position = Game.respawn_point
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if Game.lives <= 0:
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current_state = State.INACTIVE # Set to state where player is not controllable
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position = Game.respawn_point # Set respawn point
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if Game.lives <= 0 && Game.use_lives:
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#Gover
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#Particles
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new_particles.amount = 64
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new_particles.lifetime = 0.45
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new_particles.speed_scale = 1.5
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current_state = State.INACTIVE
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current_state = State.INACTIVE # Set to state where player is not controllable
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Game.play_sound(Game.a_gover, Game.ac_die)
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#Slow down time
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var time_tween = get_tree().create_tween()
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time_tween.tween_property(Engine, "time_scale", 0.1, 0.3)
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Game.ac_music.stop()
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yield(time_tween, "finished")
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yield(time_tween, "finished") #Resume from freeze frame
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yield(get_tree().create_timer(1.0 * 0.1), "timeout")
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Game.call_deferred("restart_level")
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else:
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#Die
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Game.lives -= 1
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Game.deaths += 1
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Game.play_sound(Game.a_die, Game.ac_die)
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yield(Game.freeze_frame(0.3), "timeout")
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#Reduce points if playing in infinite lives mode
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if Game.use_lives == false && Game.lives < 0:
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Game.score = max(0,Game.score - 500)
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#Respawn player
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current_state = State.IDLE
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sprite.visible = true
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