game.gd cleaning and partial results screen implementation

This commit is contained in:
Haze Weathers 2023-09-10 19:28:42 -04:00
parent b126484109
commit e2b3db0b93
16 changed files with 425 additions and 436 deletions

View file

@ -1,16 +1,28 @@
extends Node2D
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var shards: Node2D = $Shards
onready var collection_bonus: Sprite = $Bonuses/CollectionBonus
onready var time_bonus: Sprite = $Bonuses/TimeBonus
onready var life_bonus: Sprite = $Bonuses/LifeBonus
onready var perfect_bonus: Sprite = $Bonuses/PerfectBonus
onready var final_score: Label = $FinalScore
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
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")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
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())