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