forked from team-sg/hero-mark-2
added infinite lives mode
This commit is contained in:
parent
f19a49f6e7
commit
ed04bf1c2e
13 changed files with 109 additions and 11 deletions
8
game.gd
8
game.gd
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@ -14,6 +14,7 @@ var arrows = 0
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var score = 0
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var high_score = 0
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var lives = 2
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var deaths = 0
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var time = 0.0
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#Audio Channels
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onready var ac_jump = $JumpSound
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@ -39,13 +40,17 @@ const a_gover = preload("res://audio/sounds/gover.wav")
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#Objects
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const block_text = preload("res://objects/hud/blocktext.tscn")
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const pause_screen = preload("res://objects/hud/pause_screen.tscn")
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#Game info
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var respawn_point = Vector2(32,166) #Respawn point
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var current_level = 0 #Current level being played
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var current_file = 1 #Current save file
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var shards_collected = [false,false,false,false,false,false,false,false,false,false]
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var is_marathon_mode = false
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var use_lives = false
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func _ready():
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Save.load_file(current_file)
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Save.load_options()
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#Instances a node
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func instance_node(node:PackedScene,x:float,y:float,parent):
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@ -83,6 +88,7 @@ func clear_collectibles():
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Game.shards_collected = [false,false,false,false,false,false,false,false,false,false]
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Game.arrows = 0
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Game.lives = 2
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Game.deaths = 0
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#Save
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func save():
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@ -98,6 +104,8 @@ func save():
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for i in 8:
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if shards_collected[i]:
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Save.set_shard_collected(save_id, i, true)
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# set options
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Save.set_options()
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# save file
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Save.save_file(current_file)
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BIN
graphics/hud/deaths_head.png
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BIN
graphics/hud/deaths_head.png
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After Width: | Height: | Size: 176 B |
35
graphics/hud/deaths_head.png.import
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35
graphics/hud/deaths_head.png.import
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@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/deaths_head.png-8207d14882a026c4638e68f6f058ba2f.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/hud/deaths_head.png"
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dest_files=[ "res://.import/deaths_head.png-8207d14882a026c4638e68f6f058ba2f.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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Binary file not shown.
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Before Width: | Height: | Size: 420 B |
BIN
graphics/hud/lives_head.png
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BIN
graphics/hud/lives_head.png
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After Width: | Height: | Size: 208 B |
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@ -2,15 +2,15 @@
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importer="texture"
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type="StreamTexture"
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path="res://.import/hud_old.png-375dbe46e18dedab40b4fcb3c0bcf043.stex"
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path="res://.import/lives_head.png-d13195bbf6be6456364b8977d7fcec9a.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/hud/hud_old.png"
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dest_files=[ "res://.import/hud_old.png-375dbe46e18dedab40b4fcb3c0bcf043.stex" ]
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source_file="res://graphics/hud/lives_head.png"
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dest_files=[ "res://.import/lives_head.png-d13195bbf6be6456364b8977d7fcec9a.stex" ]
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[params]
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@ -9,6 +9,7 @@ onready var high_score_any = $HighScoreAny
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onready var high_score_100 = $HighScore100
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onready var levelarrow_up = $LevelArrowUp
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onready var levelarrow_down = $LevelArrowDown
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onready var lives_mode_text = $LivesModeText
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#Shards
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onready var shards = [
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$ShardGraphics/Shard,
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@ -48,6 +49,14 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("jump"):
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Game.current_level = current_level
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Game.change_map(level.scene)
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#Toggle lives mode
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if Input.is_action_just_pressed("shoot"):
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Game.use_lives = !Game.use_lives
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Game.save()
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if Game.use_lives:
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lives_mode_text.text = "lives are on press z to change this"
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else:
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lives_mode_text.text = "lives are off press z to change this"
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func change_current_shard(amount):
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if current_shard + amount != -1 && current_shard + amount != 8: #Check if in range
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@ -91,6 +91,14 @@ text = "Collect all coins
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"
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align = 1
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[node name="LivesModeText" type="Label" parent="."]
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margin_left = 2.0
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margin_top = 176.0
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margin_right = 258.0
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margin_bottom = 190.0
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theme = ExtResource( 1 )
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text = "lives are off press z to change this"
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[node name="ShardGraphics" type="Node2D" parent="."]
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position = Vector2( 0, 7 )
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@ -17,6 +17,11 @@ export (Color) var bonus_color
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func _ready():
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Game.time = 0
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#Change graphics depending on if lives are on
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if Game.use_lives:
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$LivesHead.visible = true
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else:
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$DeathsHead.visible = true
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func _physics_process(delta):
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#Gold Counter
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@ -35,7 +40,10 @@ func _physics_process(delta):
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arrow_counter.text = str(Game.arrows)
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##TOUCH UP LATER
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#Lives counter
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if Game.use_lives:
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lives_counter.text = str(Game.lives)
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else:
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lives_counter.text = str(Game.deaths)
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#Life bonus color
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if Game.lives == 2:
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lives_counter.modulate = bonus_color
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@ -1,7 +1,9 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://graphics/hud/stars_hud.png" type="Texture" id=1]
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[ext_resource path="res://graphics/hud/lives_head.png" type="Texture" id=2]
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[ext_resource path="res://graphics/hud/hud.png" type="Texture" id=3]
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[ext_resource path="res://graphics/hud/deaths_head.png" type="Texture" id=4]
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[ext_resource path="res://objects/hud/hud.gd" type="Script" id=6]
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[ext_resource path="res://scripts/theme.tres" type="Theme" id=10]
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@ -72,6 +74,16 @@ texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 32, 0, 8, 8 )
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[node name="LivesHead" type="Sprite" parent="."]
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visible = false
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position = Vector2( 234, 6 )
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texture = ExtResource( 2 )
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[node name="DeathsHead" type="Sprite" parent="."]
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visible = false
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position = Vector2( 236, 6 )
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texture = ExtResource( 4 )
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[node name="ScoreText" type="Label" parent="."]
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margin_left = 137.0
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margin_top = -1.0
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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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@ -22,12 +22,18 @@ func get_level_data(save_id):
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shards = shards
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}
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func load_options():
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Game.use_lives = file.get_value("options","uselives",Game.use_lives)
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func set_shard_collected(save_id, index, collected = true):
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file.set_value(save_id, "shard_%d" % index, collected)
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func set_score(save_id, score, is_100 = false):
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file.set_value(save_id, "score_100" if is_100 else "score_any", int(score))
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func set_options():
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file.set_value("options","uselives",Game.use_lives)
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func set_time(save_id, time, is_100 = false):
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file.set_value(save_id, "time_100" if is_100 else "time_any", float(time))
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