205 lines
6.3 KiB
GDScript
205 lines
6.3 KiB
GDScript
extends Node
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enum Completion {ANY, FULL}
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enum ScoreType {SCORE, TIME}
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const COMPLETION_NAMES = ["Any%", "100%"]
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const SCORE_TYPE_NAMES = ["Scores", "Times"]
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var selected_level: int = 0
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var selected_difficulty: int = Game.Difficulty.SPICY
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var selected_completion: int = Completion.ANY
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var selected_type: int = ScoreType.SCORE
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var _scoreboard_id: int = -1
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var _scoreboard_tag: String = "spicy-any%"
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var _page: int = 0
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onready var level_title: Button = $"%LevelTitle"
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onready var back_arrow: TextureRect = $"%BackArrow"
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onready var next_arrow: TextureRect = $"%NextArrow"
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onready var difficulty: Button = $"%Difficulty"
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onready var completion: Button = $"%Completion"
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onready var type: Button = $"%Type"
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onready var scores: VBoxContainer = $"%Scores"
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onready var scoreboard_tabs: TabContainer = $"%ScoreboardTabs"
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onready var prev_board: TextureRect = $"%PrevBoard"
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onready var next_board: TextureRect = $"%NextBoard"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Fade.fade_in(Options.transition_speed_secs)
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yield(get_tree(), "idle_frame")
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level_title.text = LevelData.levels[selected_level].title
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level_title.grab_focus()
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match selected_type:
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ScoreType.SCORE:
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_scoreboard_id = LevelData.levels[selected_level].scores_id
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ScoreType.TIME:
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_scoreboard_id = LevelData.levels[selected_level].times_id
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if Time.get_ticks_msec() > 5000:
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reload_scores()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = preload("res://menus/main_menu.tscn").instance()
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# reload scores from newgrounds
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func reload_scores() -> void:
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_set_tag()
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scoreboard_tabs.current_tab = 1
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# attempt the thing
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if _scoreboard_id >= 0 and Ngio.keys_loaded:
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var response = yield(Ngio.request_execute("ScoreBoard.getScores", {
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id = _scoreboard_id,
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limit = scores.get_child_count(),
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skip = _page * 8,
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period = "A",
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tag = _scoreboard_tag,
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}), "completed")
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if Ngio.has_result(response) and response.result.data.success:
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var retrieved_scores = response.result.data.scores
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for i in scores.get_child_count():
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var score_entry = scores.get_child(i)
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score_entry.place = _page * 8 + i + 1
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if i < retrieved_scores.size():
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var score = retrieved_scores[i]
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score_entry.user = score.user.name
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if score_entry.user.length() > 16:
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score_entry.user = score_entry.substr(0, 16) + "..."
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match selected_type:
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ScoreType.SCORE:
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score_entry.score = "%05d" % score.value
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ScoreType.TIME:
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score_entry.score = Game.format_time(float(score.value) / 1000.0)
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else:
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score_entry.user = "--------"
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match selected_type:
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ScoreType.SCORE:
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score_entry.score = "-----"
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ScoreType.TIME:
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score_entry.score = "--:--.--"
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scoreboard_tabs.current_tab = 0
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return
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scoreboard_tabs.current_tab = 2
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# set tag from selected difficulty and completion
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func _set_tag() -> void:
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match selected_difficulty:
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Game.Difficulty.SWEET:
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_scoreboard_tag = "sweet"
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Game.Difficulty.SALTY:
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_scoreboard_tag = "salty"
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Game.Difficulty.SPICY:
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_scoreboard_tag = "spicy"
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Game.Difficulty.PUNGENT:
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_scoreboard_tag = "pungent"
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if selected_type == ScoreType.TIME:
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match selected_completion:
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Completion.ANY:
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_scoreboard_tag += "-any%"
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Completion.FULL:
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_scoreboard_tag += "-100%"
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# show arrows when level is focused
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func _on_LevelTitle_focus_entered() -> void:
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back_arrow.visible = true
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next_arrow.visible = true
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# hide arrows when level not focused
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func _on_LevelTitle_focus_exited() -> void:
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back_arrow.visible = false
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next_arrow.visible = false
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# detect left and right presses when level is focused
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func _on_LevelTitle_gui_input(event: InputEvent) -> void:
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if scoreboard_tabs.current_tab == 1: # do nothing if already loading
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return
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if event.is_action_pressed("ui_left"):
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selected_level = posmod(selected_level - 1, LevelData.levels.size())
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while LevelData.levels[selected_level].boss:
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selected_level = posmod(selected_level - 1, LevelData.levels.size())
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level_title.text = LevelData.levels[selected_level].title
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match selected_type:
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ScoreType.SCORE:
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_scoreboard_id = LevelData.levels[selected_level].scores_id
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ScoreType.TIME:
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_scoreboard_id = LevelData.levels[selected_level].times_id
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_page = 0
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reload_scores()
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elif event.is_action_pressed("ui_right"):
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selected_level = posmod(selected_level + 1, LevelData.levels.size())
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while LevelData.levels[selected_level].boss:
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selected_level = posmod(selected_level + 1, LevelData.levels.size())
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level_title.text = LevelData.levels[selected_level].title
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match selected_type:
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ScoreType.SCORE:
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_scoreboard_id = LevelData.levels[selected_level].scores_id
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ScoreType.TIME:
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_scoreboard_id = LevelData.levels[selected_level].times_id
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_page = 0
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reload_scores()
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# difficulty selector
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func _on_Difficulty_pressed() -> void:
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if scoreboard_tabs.current_tab == 1: # do nothing if already loading
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return
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selected_difficulty = posmod(selected_difficulty + 1, 4)
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difficulty.text = Game.DIFFICULTY_NAMES[selected_difficulty]
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_page = 0
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reload_scores()
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# completion amount selector
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func _on_Completion_pressed() -> void:
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if scoreboard_tabs.current_tab == 1: # do nothing if already loading
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return
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selected_completion = posmod(selected_completion + 1, 2)
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completion.text = COMPLETION_NAMES[selected_completion]
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_page = 0
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reload_scores()
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# score type selector
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func _on_Type_pressed() -> void:
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if scoreboard_tabs.current_tab == 1: # do nothing if already loading
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return
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selected_type = posmod(selected_type + 1, 2)
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match selected_type:
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ScoreType.SCORE:
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_scoreboard_id = LevelData.levels[selected_level].scores_id
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completion.visible = false
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ScoreType.TIME:
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_scoreboard_id = LevelData.levels[selected_level].times_id
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completion.visible = true
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type.text = SCORE_TYPE_NAMES[selected_type]
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_page = 0
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reload_scores()
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func _on_Scoreboard_focus_entered() -> void:
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prev_board.visible = true
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next_board.visible = true
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func _on_Scoreboard_focus_exited() -> void:
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prev_board.visible = false
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next_board.visible = false
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func _on_Scoreboard_gui_input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_left"):
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_page -= 1
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if _page <= 0:
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_page = 0
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reload_scores()
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elif event.is_action_pressed("ui_right"):
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_page += 1
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reload_scores()
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