extends Node var resolution = Vector2(256,192) onready var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport") var current_sector = Vector2(0,0) var fullscreen = false #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 arrows = 0 var score = 0 var high_score = 0 var lives = 2 var time = 0.0 #Audio Channels onready var ac_jump = $JumpSound onready var ac_collectible = $CollecitbleSound onready var ac_climb = $ClimbSound onready var ac_die = $DieSound onready var ac_music = $Music onready var ac_cheat = $CodeEntrySound #Sounds const a_gold = preload("res://audio/sounds/gold.wav") const a_arrow = preload("res://audio/sounds/a_egg_collect.ogg") const a_jump = preload("res://audio/sounds/jump.ogg") const a_star = preload("res://audio/sounds/a_jinjo.ogg") const a_shard = preload("res://audio/sounds/tempjingle.wav") const a_climb_up = preload("res://audio/sounds/a_climb.ogg") const a_climb_down = preload("res://audio/sounds/a_bmilc.ogg") const a_sword = preload("res://audio/sounds/sword.ogg") const a_doublejump = preload("res://audio/sounds/a_bree.wav") const a_shoot = preload("res://audio/sounds/a_egg_shoot.ogg") const a_die = preload("res://audio/sounds/die.wav") const a_gover = preload("res://audio/sounds/gover.wav") const a_bone = preload("res://audio/sounds/bonebreak.wav") #Objects const block_text = preload("res://objects/hud/blocktext.tscn") const pause_screen = preload("res://objects/hud/pause_screen.tscn") var respawn_point = Vector2(32,166) #Respawn point var current_level = 0 #Current level being played var current_file = 1 #Current save file var shards_collected = [false,false,false,false,false,false,false,false,false,false] #Instances a node func instance_node(node:PackedScene,x:float,y:float,parent): var Instance = node.instance() Instance.global_position = Vector2(x,y) parent.add_child(Instance) #Plays a sound func play_sound(snd,player): player.set_stream(snd) player._set_playing(true) #Get position in sectors func get_sector(pos): return (pos / resolution).floor() #Return the current Map func get_map(): return get_tree().get_nodes_in_group("map")[0] #Go to new map func change_map(map): shards_collected = [false,false,false,false,false,false,false,false,false,false] get_map().queue_free() instance_node(map,0,0,viewport) #Clear data func clear_collectibles(): Game.score = 0 Game.golds = 0 Game.stars = [false,false,false,false,false] Game.shards = 0 Game.arrows = 0 Game.lives = 2 #Save func save(): var save = ConfigFile.new() save.load(str("user://file") + str(Game.current_file) + str(".pr")) if Game.shards == 5 && Game.golds == 50: save.set_value(str(current_level),"100% High Score",Game.score) save.set_value(str(current_level),"100% Time",Game.time) else: save.set_value(str(current_level),"Any% High Score",Game.score) save.set_value(str(current_level),"Any% Time",Game.time) if Game.shards_collected[0] == true: save.set_value(str(current_level),"Shard0",Game.shards_collected[0]) if Game.shards_collected[1] == true: save.set_value(str(current_level),"Shard1",Game.shards_collected[1]) if Game.shards_collected[2] == true: save.set_value(str(current_level),"Shard2",Game.shards_collected[2]) if Game.shards_collected[3] == true: save.set_value(str(current_level),"Shard3",Game.shards_collected[3]) if Game.shards_collected[4] == true: save.set_value(str(current_level),"Shard4",Game.shards_collected[4]) if Game.shards_collected[5] == true: save.set_value(str(current_level),"Shard5",Game.shards_collected[5]) if Game.shards_collected[6] == true: save.set_value(str(current_level),"Shard6",Game.shards_collected[6]) if Game.shards_collected[7] == true: save.set_value(str(current_level),"Shard7",Game.shards_collected[7]) if Game.shards_collected[8] == true: save.set_value(str(current_level),"Shard8",Game.shards_collected[8]) if Game.shards_collected[9] == true: save.set_value(str(current_level),"Shard9",Game.shards_collected[9]) save.save(str("user://file") + str(current_file) + str(".pr")) #Convert seconds into M:SS:MS func timeify(input): var minutes = str(floor(input / 60)) var seconds = floor(fmod(input,60)) var milliseconds := floor(fmod(input, 1) * 100) if input < 600: return minutes + ":" + ("%02d" % seconds) + ":" + ("%02d" % milliseconds) else: return "9:59:99" #Restart level func restart_level(): if Game.score > Game.high_score: Game.high_score = Game.score Game.score = 0 Game.golds = 0 Game.stars = [false,false,false,false,false] Game.shards = 0 Game.arrows = 0 Game.lives = 2 Game.ac_climb.stop() Game.ac_die.stop() Engine.time_scale = 1.0 for tween in get_tree().get_processed_tweens(): tween.kill() Game.change_map(load(Game.get_map().filename)) #Freeze frame func freeze_frame(time): get_tree().paused = true var timer = get_tree().create_timer(time, true) timer.connect("timeout", get_tree(), "set_pause", [false]) return timer #Check if 100%ed func has_collection_bonus(): return Game.shards == 5 && Game.golds == 50 func _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")) #Fullscreen if Input.is_action_just_pressed("fullscreen"): fullscreen = !fullscreen if fullscreen: OS.set_window_fullscreen(true) else: OS.set_window_fullscreen(false) #Pause if Input.is_action_just_pressed("pause"): var viewport = get_parent().get_node("Main/Control/ViewportContainer/Viewport") instance_node(pause_screen,0,0,viewport)