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
+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()