revo-jailbreak/menus/results.gd
2023-10-08 19:27:18 -04:00

38 lines
1.5 KiB
GDScript

extends Node
onready var shards: Node2D = $Shards
onready var score = $Score
onready var final_score: Label = $FinalScore
#Score bonuses
onready var collection_bonus_score = $ShardsAndBonuses/Bonuses/CollectionBonus/CollectionBonusScore
onready var time_bonus_score = $ShardsAndBonuses/Bonuses/TimeBonus/TimeBonusScore
onready var life_bonus_score = $ShardsAndBonuses/Bonuses/LifeBonus/LifeBonusScore
onready var arrow_bonus_score = $ShardsAndBonuses/Bonuses/ArrowBonus/ArrowBonusScore
onready var perfect_bonus_score = $ShardsAndBonuses/Bonuses/PerfectBonus/PerfectBonusScore
func _ready() -> void:
# tween for sequencing
var tween = create_tween()
# fill in shard names
var level: LevelEntry = LevelData.levels[Game.current_level]
for i in 5:
var shard = shards.get_child(i)
shard.get_node("Title").text = level.shard_titles[i]
# shard collect animations
tween.tween_interval(0.5)
if Game.shards_collected[i]:
tween.tween_callback(shard, "collect")
score.text = Game.score
#Determine score bonuses
collection_bonus_score.text = str("+") + str(Game.collection_bonus)
time_bonus_score.text = str("+") + str(Game.time_bonus)
life_bonus_score.text = str("+") + str(Game.life_bonus)
arrow_bonus_score.text = str("+") + str(Game.arrows_bonus)
perfect_bonus_score.text = str("+") + str(Game.perfect_bonus)
func _physics_process(delta: float) -> void:
if Input.is_action_just_released("ui_accept"):
Game.clear_collectibles()
SceneManager.change_scene(preload("res://menus/level_select_scholar.tscn").instance())