ThE GREAT SHATTERINGgit status! control.tscn is DEAD! LoNG LIVE CONTROL.TSCNgit statusgit status! MWAHAHAHAHAHAHAHA

This commit is contained in:
Haze Weathers 2023-04-08 00:33:55 -04:00
parent 6c22279e41
commit c1a9ab7cdc
17 changed files with 253 additions and 270 deletions

View file

@ -1,11 +1,8 @@
extends Node
var resolution = Vector2(256,192)
onready var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport")
var current_sector = Vector2(0,0)
#Onreadys
onready var fade = viewport.get_node("FadeLayer")
onready var viewport_container = get_parent().get_node("Main/Control/ViewportContainer")
#Collectibles
var golds = 0
var stars = [false,false,false,false,false]
@ -48,17 +45,15 @@ func get_map():
return get_tree().get_nodes_in_group("map")[0]
#Go to new map
func change_map(map):
func change_map(map: PackedScene):
get_tree().paused = true
can_pause = false
fade.fade_out(0.4)
yield(fade, "fade_finished")
Fade.fade_out(0.4)
yield(Fade, "fade_finished")
can_pause = true
clear_collectibles()
#Loop is so no more than one level is loaded at a time
for maps in get_tree().get_nodes_in_group("map"):
maps.queue_free()
instance_node(map,0,0,viewport)
SceneManager.current_scene = map.instance()
#Clear data
func clear_collectibles():
@ -129,9 +124,3 @@ func freeze_frame(time):
#Check if 100%ed
func has_collection_bonus():
return shards == 5 && golds == 50
func _physics_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"))