Changed the way the fades work, and brought back in the Player

This commit is contained in:
2024-01-22 17:00:30 -08:00
parent 630670d5b1
commit bde3cc5976
14 changed files with 626 additions and 36 deletions
+38
View File
@@ -0,0 +1,38 @@
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
func load_plyr():
var plyr = load("res://scenes/Player.tscn").instantiate()
G.add_child( plyr )
P = $Game/Player
func init_plyr():
P.set_gravity_vector( Vector2(0,1) )
# 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()
init_plyr()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass