game.gd cleaning and partial results screen implementation
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16 changed files with 425 additions and 436 deletions
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extends Node2D
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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onready var shards: Node2D = $Shards
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onready var collection_bonus: Sprite = $Bonuses/CollectionBonus
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onready var time_bonus: Sprite = $Bonuses/TimeBonus
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onready var life_bonus: Sprite = $Bonuses/LifeBonus
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onready var perfect_bonus: Sprite = $Bonuses/PerfectBonus
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onready var final_score: Label = $FinalScore
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _ready() -> void:
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# tween for sequencing
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var tween = create_tween()
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# fill in shard names
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var level: LevelEntry = LevelData.levels[Game.current_level]
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for i in 5:
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var shard = shards.get_child(i)
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shard.get_node("Title").text = level.shard_titles[i]
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# shard collect animations
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tween.tween_interval(0.5)
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if Game.shards_collected[i]:
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tween.tween_callback(shard, "collect")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _physics_process(delta: float) -> void:
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if Input.is_action_just_released("ui_accept"):
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Game.clear_collectibles()
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SceneManager.change_scene(preload("res://menus/level_select_scholar.tscn").instance())
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