extends Node2D var G: Node2D var L: Node2D var P: CharacterBody2D var curr_lives: int = PDash.STARTING_LIVES var curr_lvl: int = 1 func load_lvl( lvl_index: int ): var lvl_path = PDash.lvl_paths[ lvl_index-1 ] var lvl: Node = load( lvl_path ).instantiate() G.add_child( lvl ) L = $Game/Level init_lvl() func load_plyr(): var plyr = load("res://scenes/Player.tscn").instantiate() G.add_child( plyr ) P = $Game/Player init_plyr() func init_lvl(): #connect signals var switches = $Game/Level/Switches.get_children() for s in switches: s.body_entered.connect( _on_switch_body_entered.bind(s.type)) # $player.combat_trigger.connect(start_combat) pass func init_plyr(): #P.init() P.set_direction( L.ini_dir ) P.set_gravity_vector( L.ini_grav_vec ) P.position = L.get_node("SpawnPoint").position # Called when the node enters the scene tree for the first time. func _ready(): G = $Game PDash.fade( "in" , 1 ) load_lvl(curr_lvl) load_plyr() func _on_switch_body_entered(body,type): if type == 0: #end switch pass elif type == 1: #abyss switch P.fall() elif type == 2: #gravity switch pass # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass