fix most of the script errors and warnings, fixed a couple tiny bugs in the process :)

This commit is contained in:
Haze Weathers 2024-03-08 15:11:48 -05:00
parent 9435089f21
commit 72733db609
23 changed files with 55 additions and 63 deletions

View file

@ -95,7 +95,7 @@ func _set_difficulty(value: int) -> void:
func instance_node(node:PackedScene,x:float,y:float,parent):
var Instance = node.instance()
Instance.global_position = Vector2(x,y)
parent.add_child(Instance)
parent.call_deferred("add_child", Instance)
#Get position in sectors
func get_sector(pos):
@ -122,12 +122,12 @@ func tally_scores() -> void:
shards_collected[5] = true
# 100% time bonus
if time < map.target_time_100:
time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0)
time_bonus = max(2500 - int(2500.0 * time / map.target_time_100), 0) as int
shards_collected[6] = true
else:
# any% time bonus
if time < map.target_time_any:
time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0)
time_bonus = max(2500 - int(2500.0 * time / map.target_time_any), 0) as int
shards_collected[6] = true
# life bonus
if deaths == 0:
@ -195,10 +195,10 @@ func save():
# save score and time depending on completion
if _get_shards() >= 5 && keys >= 50:
save_data.score_100 = max(save_data.score_100, final_score)
save_data.score_100 = max(save_data.score_100, final_score) as int
save_data.time_100 = min(save_data.time_100, time)
else:
save_data.score_any = max(save_data.score_any, final_score)
save_data.score_any = max(save_data.score_any, final_score) as int
save_data.time_any = min(save_data.time_any, time)
# set shards
@ -207,7 +207,7 @@ func save():
save_data.shards_collected[i] = true
# set keys
save_data.keys_collected = max(save_data.keys_collected, keys)
save_data.keys_collected = max(save_data.keys_collected, keys) as int
# mark as completed
save_data.completed = true
@ -272,9 +272,9 @@ func restart_level():
Audio.ac_music.stream_paused = false
#Freeze frame
func freeze_frame(time):
func freeze_frame(freeze_time):
get_tree().paused = true
var timer = get_tree().create_timer(time, true)
var timer = get_tree().create_timer(freeze_time, true)
timer.connect("timeout", get_tree(), "set_pause", [false])
return timer
@ -321,6 +321,6 @@ func _on_player_died() -> void:
Audio.play_sound(Audio.a_die, Audio.ac_die)
# death score penalty
if use_lives == false && lives < 0:
score = max(0, score - 500)
score = max(0, score - 500) as int
# freezeframe
Game.freeze_frame(0.3)