extends Node var resolution = Vector2(256,192) var current_sector = Vector2(0,0) #Onreadys onready var viewport_container = get_parent().get_node("Main/Control/ViewportContainer") #Collectibles var golds = 0 var stars = [false,false,false,false,false] var shards = 0 var score = 0 #Audio Channels onready var ac_jump = $JumpSound onready var ac_collectible = $CollecitbleSound onready var ac_climb = $ClimbSound #Sounds onready var a_gold = preload("res://audio/sounds/snd_coin.ogg") onready var a_jump = preload("res://audio/sounds/jump.ogg") onready var a_star = preload("res://audio/sounds/a_jinjo.ogg") onready var a_shard = preload("res://audio/sounds/tempjingle.wav") onready var a_climb_up = preload("res://audio/sounds/a_climb.ogg") onready var a_climb_down = preload("res://audio/sounds/a_bmilc.ogg") onready var a_sword = preload("res://audio/sounds/sword.ogg") #Objects onready var block_text = preload("res://objects/hud/blocktext.tscn") func instance_node(node:PackedScene,x:float,y:float,parent): var Instance = node.instance() Instance.global_position = Vector2(x,y) parent.add_child(Instance) func play_sound(snd,player): player.set_stream(snd) player._set_playing(true) func _process(delta): #Restart scene if Input.is_action_just_pressed("debug_restart"): get_tree().reload_current_scene() #CRT FILTER if Input.is_action_just_pressed("crt"): viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))