Reverted back to changing scenes for now. Ready for co-creative director review.

This commit is contained in:
2024-01-18 18:19:13 -08:00
parent 763ce182a4
commit 9dfa9f23f1
9 changed files with 103 additions and 53 deletions
+13 -10
View File
@@ -15,14 +15,17 @@ func _process(delta):
func _on_quit():
get_tree().quit()
func _on_play():
$".".hide()
var w = get_node("/root/World");
if !w:
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
else:
w.load_level()
w.player_spawn()
w.show()
func _on_play_lv0():
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
func _on_play_lv1():
get_tree().change_scene_to_file( "res://scenes/main1.tscn" )
#$".".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()
+31
View File
@@ -0,0 +1,31 @@
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_lv0():
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
func _on_play_lv1():
get_tree().change_scene_to_file( "res://scenes/main1.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()
+3 -3
View File
@@ -16,7 +16,7 @@ func _on_quit():
get_tree().quit()
func load_start_menu():
$".".hide()
get_tree().get_root().add_child( start )
#get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
#$".".hide()
#get_tree().get_root().add_child( start )
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
+12 -8
View File
@@ -16,12 +16,16 @@ func _on_quit():
get_tree().quit()
func _on_play():
$".".hide()
var w = get_node("/root/World");
if !w:
get_tree().change_scene_to_file( "res://scenes/main.tscn" )
else:
w.player_spawn()
w.show()
#$".".hide()
#var w = get_node("/root/World");
#
#if !w:
get_tree().change_scene_to_file( "res://scenes/Start.tscn" )
#else:
#w.player_spawn()
#w.show()
func _on_label_2_button_up():
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
+14 -24
View File
@@ -3,15 +3,14 @@ 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
#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 level_n: int = 1
var pDasher
@@ -25,41 +24,32 @@ func switch_direction():
## NAVIGATION
func player_fail():
$".".hide()
#$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")
get_tree().change_scene_to_file("res://scenes/UI/Start.tscn")
func player_win():
level_n += 1
load_level()
$"." .hide()
get_tree().get_root().add_child( win )
#get_tree().change_scene_to_file("res://scenes/UI/Win.tscn")
#level_n += 1
#load_level()
#$"." .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 load_level():
##if level_n == null:
##level_n = 0
#level = Levels[level_n]
func _ready():
load_level()
#load_level()
asp = $AudioStreamPlayer
#load player and level
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.
#get_node("/root/World").add_child( level.instantiate() ) #relative way meaning <ME> or whatever node this script is attached to.
# manage signals connections
var abysses = $Level/Abysses.get_children()