revo-jailbreak/game.gd
Haze Weathers 076a91b43b level select and save improvments
- level select starts on the stage you just came from
- default time from save file is INF, so any actual time will get saved
- INF renders as "-:--:--" to indicate a time has not been set
2023-01-27 11:17:31 -05:00

155 lines
4.7 KiB
GDScript

extends Node
var resolution = Vector2(256,192)
onready var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport")
var current_sector = Vector2(0,0)
var fullscreen = false
#Onreadys
onready var viewport_container = get_parent().get_node("Main/Control/ViewportContainer")
#Collectibles
var golds = 0
var stars = [false,false,false,false,false]
var shards = 0
var arrows = 0
var score = 0
var high_score = 0
var lives = 2
var time = 0.0
#Audio Channels
onready var ac_jump = $JumpSound
onready var ac_collectible = $CollecitbleSound
onready var ac_climb = $ClimbSound
onready var ac_die = $DieSound
onready var ac_music = $Music
onready var ac_cheat = $CodeEntrySound
#Sounds
const a_gold = preload("res://audio/sounds/gold.wav")
const a_arrow = preload("res://audio/sounds/a_egg_collect.ogg")
const a_jump = preload("res://audio/sounds/jump.ogg")
const a_star = preload("res://audio/sounds/a_jinjo.ogg")
const a_shard = preload("res://audio/sounds/shard.wav")
const a_climb_up = preload("res://audio/sounds/a_climb.ogg")
const a_climb_down = preload("res://audio/sounds/a_bmilc.ogg")
const a_sword = preload("res://audio/sounds/sword.ogg")
const a_doublejump = preload("res://audio/sounds/a_bree.wav")
const a_shoot = preload("res://audio/sounds/a_egg_shoot.ogg")
const a_die = preload("res://audio/sounds/die.wav")
const a_die_skeleton = preload("res://audio/sounds/die_skeleton.wav")
const a_gover = preload("res://audio/sounds/gover.wav")
#Objects
const block_text = preload("res://objects/hud/blocktext.tscn")
const pause_screen = preload("res://objects/hud/pause_screen.tscn")
var respawn_point = Vector2(32,166) #Respawn point
var current_level = 0 #Current level being played
var current_file = 1 #Current save file
var shards_collected = [false,false,false,false,false,false,false,false,false,false]
func _ready():
Save.load_file(current_file)
#Instances a node
func instance_node(node:PackedScene,x:float,y:float,parent):
var Instance = node.instance()
Instance.global_position = Vector2(x,y)
parent.add_child(Instance)
#Plays a sound
func play_sound(snd,player):
player.set_stream(snd)
player._set_playing(true)
#Get position in sectors
func get_sector(pos):
return (pos / resolution).floor()
#Return the current Map
func get_map():
return get_tree().get_nodes_in_group("map")[0]
#Go to new map
func change_map(map):
shards_collected = [false,false,false,false,false,false,false,false,false,false]
get_map().queue_free()
instance_node(map,0,0,viewport)
#Clear data
func clear_collectibles():
Game.score = 0
Game.golds = 0
Game.stars = [false,false,false,false,false]
Game.shards = 0
Game.arrows = 0
Game.lives = 2
#Save
func save():
var save_id = LevelData.levels[current_level].save_id
var save_data = Save.get_level_data(save_id)
var is_100 = shards >= 5 && golds >= 50
# set score and time depending on completion
if score > save_data["score_100" if is_100 else "score_any"]:
Save.set_score(save_id, score, is_100)
if time < save_data["time_100" if is_100 else "time_any"]:
Save.set_time(save_id, time, is_100)
# set shards
for i in 8:
if shards_collected[i]:
Save.set_shard_collected(save_id, i, true)
# save file
Save.save_file(current_file)
#Convert seconds into M:SS:MS
func timeify(input):
if input < 600:
var minutes = str(floor(input / 60))
var seconds = floor(fmod(input,60))
var milliseconds := floor(fmod(input, 1) * 100)
return minutes + ":" + ("%02d" % seconds) + ":" + ("%02d" % milliseconds)
elif input == INF:
return "-:--:--"
else:
return "9:59:99"
#Restart level
func restart_level():
if Game.score > Game.high_score: Game.high_score = Game.score
Game.score = 0
Game.golds = 0
Game.stars = [false,false,false,false,false]
Game.shards = 0
Game.arrows = 0
Game.lives = 2
Game.ac_climb.stop()
Game.ac_die.stop()
Engine.time_scale = 1.0
for tween in get_tree().get_processed_tweens():
tween.kill()
Game.change_map(load(Game.get_map().filename))
#Freeze frame
func freeze_frame(time):
get_tree().paused = true
var timer = get_tree().create_timer(time, true)
timer.connect("timeout", get_tree(), "set_pause", [false])
return timer
#Check if 100%ed
func has_collection_bonus():
return Game.shards == 5 && Game.golds == 50
func _process(delta):
if Debug.entry == false:
#CRT FILTER
if Input.is_action_just_pressed("crt"):
viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))
#Fullscreen
if Input.is_action_just_pressed("fullscreen"):
fullscreen = !fullscreen
if fullscreen:
OS.set_window_fullscreen(true)
else:
OS.set_window_fullscreen(false)
#Pause
if Input.is_action_just_pressed("pause"):
var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport")
instance_node(pause_screen,0,0,viewport)