Kept goiong, but not quite happy.

This commit is contained in:
2024-01-18 15:31:40 -08:00
parent 3a3b9b29db
commit 763ce182a4
15 changed files with 423 additions and 80 deletions
+11 -3
View File
@@ -1,5 +1,5 @@
extends Control
extends CanvasLayer
var mainScene
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -16,5 +16,13 @@ func _on_quit():
get_tree().quit()
func _on_play():
get_tree().change_scene_to_file("res://scenes/main.tscn")
$".".hide()
var w = get_node("/root/World");
if !w:
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
else:
w.load_level()
w.player_spawn()
w.show()
+5 -3
View File
@@ -1,5 +1,5 @@
extends Control
extends CanvasLayer
var start = preload("res://scenes/UI/Start.tscn").instantiate()
# Called when the node enters the scene tree for the first time.
func _ready():
@@ -16,5 +16,7 @@ func _on_quit():
get_tree().quit()
func load_start_menu():
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
$".".hide()
get_tree().get_root().add_child( start )
#get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
+27
View File
@@ -0,0 +1,27 @@
extends CanvasLayer
var mainScene
# Called when the node enters the scene tree for the first time.
func _ready():
#$CenterContainer/VBoxContainer/Button05.button_up.connect( _on_quit )
#$CenterContainer/VBoxContainer/Button01.button_up.connect( _on_play )
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _on_quit():
get_tree().quit()
func _on_play():
$".".hide()
var w = get_node("/root/World");
if !w:
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
else:
w.player_spawn()
w.show()
+38 -8
View File
@@ -3,12 +3,17 @@ extends Node2D
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
var gravity_vector = ProjectSettings.get_setting("physics/2d/default_gravity_vector")
var player = load("res://scenes/pDasher.tscn")
var level = load("res://scenes/levels/level_1.tscn")
var level
var direction: int = 1
var paused: bool = false
var asp: AudioStreamPlayer
var switch_gravity_sound = preload("res://audio/switch_gravity.wav")
var win = preload("res://scenes/UI/Win.tscn").instantiate()
var end = preload("res://scenes/UI/End.tscn").instantiate()
@export var Levels: Array[Resource] = [ preload("res://scenes/levels/level_0.tscn"), preload("res://scenes/levels/level_1.tscn") ]
var level_n: int = 0
var pDasher
## WORLD METHODS
func switch_gravity():
@@ -20,17 +25,40 @@ func switch_direction():
## NAVIGATION
func player_fail():
get_tree().change_scene_to_file("res://scenes/UI/End.tscn")
$".".hide()
#$pDasher.queue_free()
#ONLY IF NOT THERE ALREADY
if !$"."/End :
get_tree().get_root().add_child( end )
else:
$"."/End.show()
#get_tree().change_scene_to_file("res://scenes/UI/End.tscn")
func player_win():
get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
level_n += 1
load_level()
$"." .hide()
get_tree().get_root().add_child( win )
#get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
func player_spawn():
pDasher.position = Vector2(0,0 )
func load_level():
if level_n == null:
level_n = 0
level = Levels[level_n]
func _ready():
load_level()
asp = $AudioStreamPlayer
#load player and level
get_node("/root/World").add_child( player.instantiate() ) #absolute way...
get_node("/root/World").add_child( player.instantiate() )
get_node("/root/World").add_child( level.instantiate() ) #relative way meaning <ME> or whatever node this script is attached to.
# manage signals connections
@@ -51,7 +79,9 @@ func _ready():
for checkpoint in checkpoints:
#print( checkpoint )
checkpoint.body_entered.connect( _on_checkpoint_body_entered )
pDasher = get_node("/root/World/pDasher")
player_spawn()
## MAIN
#func _process(delta):
#pass
@@ -70,8 +100,8 @@ func _on_gswitch_body_entered(body):
switch_gravity()
func _on_dswitch_body_entered(body):
var dasher = get_node("/root/World/pDasher")
dasher.switch_direction()
pDasher
pDasher.switch_direction()