ThE GREAT SHATTERINGgit status! control.tscn is DEAD! LoNG LIVE CONTROL.TSCNgit statusgit status! MWAHAHAHAHAHAHAHA
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17 changed files with 253 additions and 270 deletions
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@ -1,11 +1,8 @@
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extends Node
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var resolution = Vector2(256,192)
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onready var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport")
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var current_sector = Vector2(0,0)
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#Onreadys
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onready var fade = viewport.get_node("FadeLayer")
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onready var viewport_container = get_parent().get_node("Main/Control/ViewportContainer")
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#Collectibles
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var golds = 0
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var stars = [false,false,false,false,false]
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@ -48,17 +45,15 @@ func get_map():
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return get_tree().get_nodes_in_group("map")[0]
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#Go to new map
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func change_map(map):
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func change_map(map: PackedScene):
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get_tree().paused = true
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can_pause = false
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fade.fade_out(0.4)
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yield(fade, "fade_finished")
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Fade.fade_out(0.4)
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yield(Fade, "fade_finished")
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can_pause = true
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clear_collectibles()
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#Loop is so no more than one level is loaded at a time
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for maps in get_tree().get_nodes_in_group("map"):
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maps.queue_free()
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instance_node(map,0,0,viewport)
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SceneManager.current_scene = map.instance()
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#Clear data
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func clear_collectibles():
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@ -129,9 +124,3 @@ func freeze_frame(time):
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#Check if 100%ed
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func has_collection_bonus():
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return shards == 5 && golds == 50
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func _physics_process(delta):
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if Debug.entry == false:
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#CRT FILTER
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if Input.is_action_just_pressed("crt"):
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viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))
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