hero-mark-2/maps/level_select.gd
2023-01-03 20:52:30 -05:00

79 lines
3.1 KiB
GDScript

extends Node2D
##Onreadys
onready var levels = preload("res://maps/leveldata/levels.tres")
onready var title = $Title
onready var shard_title = $ShardTitle
onready var shard_arrow = $ShardArrow
onready var high_score = $HighScore
onready var golds = $Golds
onready var levelarrow_up = $LevelArrowUp
onready var levelarrow_down = $LevelArrowDown
#Shards
onready var shard0 = $ShardGraphics/Shard
onready var shard1 = $ShardGraphics/Shard2
onready var shard2 = $ShardGraphics/Shard3
onready var shard3 = $ShardGraphics/Shard4
onready var shard4 = $ShardGraphics/Shard5
onready var shard5 = $ShardGraphics/Shard6
onready var shard6 = $ShardGraphics/Shard7
onready var shard7 = $ShardGraphics/Shard8
onready var shard8 = $ShardGraphics/Shard9
onready var shard9 = $ShardGraphics/Shard10
##Runtime
var save = 0
var current_level = 0
var current_shard = 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass
func _physics_process(delta):
if Input.is_action_just_pressed("ui_up"): change_current_level(-1)
if Input.is_action_just_pressed("ui_down"): change_current_level(1)
if Input.is_action_just_pressed("ui_left"): change_current_shard(-1)
if Input.is_action_just_pressed("ui_right"): change_current_shard(1)
#Draw level title
title.text = levels.level[current_level].level_title
#Draw Shard Title
shard_title.text = levels.level[current_level].shard_title[current_shard]
func change_current_shard(amount):
if current_shard + amount != -1 && current_shard + amount != 10: #Check if in range
current_shard += amount
shard_arrow.position.x += 15 * amount
func change_current_level(amount):
if current_level + amount != -1 && current_level + amount != levels.level.size(): #Check if in range
current_level += amount
#Show arrows or don't
if current_level == 0:
levelarrow_up.visible = false
levelarrow_down.visible = true
elif current_level == levels.level.size() - 1:
levelarrow_up.visible = true
levelarrow_down.visible = false
else:
levelarrow_down.visible = true
levelarrow_up.visible = true
#Return Shard select
current_shard = 0
shard_arrow.position.x = 61
#Load new data
var save = ConfigFile.new()
save.load(str("user://file") + str(Game.current_file) + str(".pr"))
#Draw score and golds
high_score.text = str("%06d" % save.get_value(str(current_level),"High Score",0))
golds.text = str("%02d" % save.get_value(str(current_level),"Golds",0))
#Draw shards collected
shard0.visible = save.get_value(str(current_level),"Shard0",false)
shard1.visible = save.get_value(str(current_level),"Shard1",false)
shard2.visible = save.get_value(str(current_level),"Shard2",false)
shard3.visible = save.get_value(str(current_level),"Shard3",false)
shard4.visible = save.get_value(str(current_level),"Shard4",false)
shard5.visible = save.get_value(str(current_level),"Shard5",false)
shard6.visible = save.get_value(str(current_level),"Shard6",false)
shard7.visible = save.get_value(str(current_level),"Shard7",false)
shard8.visible = save.get_value(str(current_level),"Shard8",false)
shard9.visible = save.get_value(str(current_level),"Shard9",false)