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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