Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
8e9a38a3eb
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@ -5,6 +5,8 @@ var health = null
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var energy = null
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var energy = null
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var unlocked: Array = []
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var unlocked: Array = []
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var current_scene: String
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var current_scene: String
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var current_wand: int = -1
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var current_spell: int = -1
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func respawn():
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func respawn():
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health = null
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health = null
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@ -16,7 +16,7 @@ autoplay = true
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[node name="Door" parent="." instance=ExtResource( 3 )]
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[node name="Door" parent="." instance=ExtResource( 3 )]
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position = Vector2( 180, 128 )
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position = Vector2( 180, 128 )
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unlocked = false
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next_scene = "\"res://levels/other/test.tscn\""
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[node name="CanvasModulate" type="CanvasModulate" parent="."]
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[node name="CanvasModulate" type="CanvasModulate" parent="."]
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color = Color( 0.564706, 0.564706, 0.564706, 1 )
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color = Color( 0.564706, 0.564706, 0.564706, 1 )
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@ -15,6 +15,8 @@
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[ext_resource path="res://levels/other/Timer.gd" type="Script" id=13]
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[ext_resource path="res://levels/other/Timer.gd" type="Script" id=13]
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[sub_resource type="RectangleShape2D" id=1]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 85, 8 )
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extents = Vector2( 85, 8 )
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@ -9,6 +9,8 @@
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[ext_resource path="res://levels/other/Level 1a.gd" type="Script" id=7]
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[ext_resource path="res://levels/other/Level 1a.gd" type="Script" id=7]
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[node name="Level 1a" type="Node"]
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[node name="Level 1a" type="Node"]
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script = ExtResource( 7 )
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script = ExtResource( 7 )
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@ -1,11 +1,12 @@
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extends Sprite
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extends Sprite
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export var unlocked: bool = true
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export var unlocked: bool = true
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export var next_scene: String
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export var next_scene: String = ""
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onready var door = get_node("AnimationPlayer")
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onready var door = get_node("AnimationPlayer")
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func _process(delta):
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func _process(delta):
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print(next_scene)
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if $Area2D.get_overlapping_bodies().size() != 0:
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if $Area2D.get_overlapping_bodies().size() != 0:
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if unlocked:
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if unlocked:
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$Label.text = "F to Open"
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$Label.text = "F to Open"
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@ -44,7 +44,7 @@ speed_scale = 0.25
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process_material = SubResource( 5 )
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process_material = SubResource( 5 )
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[node name="Light2D" type="Light2D" parent="."]
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[node name="Light2D" type="Light2D" parent="."]
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position = Vector2( 0, -5 )
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position = Vector2( 0, -4 )
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texture = ExtResource( 1 )
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texture = ExtResource( 1 )
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color = Color( 1, 0.4, 0, 1 )
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color = Color( 1, 0.4, 0, 1 )
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range_layer_min = -5
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range_layer_min = -5
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@ -45,6 +45,30 @@ onready var Effect4 = $Inventory/Effects/Effect4
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func _ready():
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func _ready():
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for id in Player.unlocked:
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for id in Player.unlocked:
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add_item(id)
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add_item(id)
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if Player.current_wand != -1:
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active_conduit = Globals.Magic[Player.current_wand]
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parent.WandPosition.set_current_conduit(active_conduit)
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match Player.current_wand:
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0:
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ConduitSelect.global_position = Conduit1Position.global_position
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1:
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ConduitSelect.global_position = Conduit2Position.global_position
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2:
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ConduitSelect.global_position = Conduit3Position.global_position
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3:
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ConduitSelect.global_position = Conduit4Position.global_position
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if Player.current_spell != -1:
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active_projectile = Globals.Magic[Player.current_wand]
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match Player.current_spell:
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4:
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ProjectileSelect.global_position = Projectile1Position.global_position
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5:
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ProjectileSelect.global_position = Projectile2Position.global_position
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6:
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ProjectileSelect.global_position = Projectile3Position.global_position
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7:
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ProjectileSelect.global_position = Projectile3Position.global_position
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func _process(delta):
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func _process(delta):
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if Input.is_action_just_pressed("inventory"):
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if Input.is_action_just_pressed("inventory"):
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@ -103,24 +127,28 @@ func add_item(index):
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func _on_Conduit1_toggled():
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func _on_Conduit1_toggled():
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if Conduit1.is_visible() and active_conduit != Globals.Magic[Globals.Conduit1]:
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if Conduit1.is_visible() and active_conduit != Globals.Magic[Globals.Conduit1]:
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Player.current_wand = Globals.Magicp
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active_conduit = Globals.Magic[Globals.Conduit1]
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active_conduit = Globals.Magic[Globals.Conduit1]
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parent.WandPosition.set_current_conduit(active_conduit)
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parent.WandPosition.set_current_conduit(active_conduit)
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ConduitSelect.global_position = Conduit1Position.global_position
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ConduitSelect.global_position = Conduit1Position.global_position
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func _on_Conduit2_toggled():
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func _on_Conduit2_toggled():
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if Conduit2.is_visible() and active_conduit != Globals.Magic[Globals.Conduit2]:
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if Conduit2.is_visible() and active_conduit != Globals.Magic[Globals.Conduit2]:
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active_conduit = Globals.Magic[Globals.Conduit2]
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active_conduit = Globals.Magic[Globals.Conduit2]
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active_conduit = Globals.Magic[Globals.Conduit2]
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parent.WandPosition.set_current_conduit(active_conduit)
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parent.WandPosition.set_current_conduit(active_conduit)
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ConduitSelect.global_position = Conduit2Position.global_position
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ConduitSelect.global_position = Conduit2Position.global_position
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func _on_Conduit3_toggled():
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func _on_Conduit3_toggled():
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if Conduit3.is_visible() and active_conduit != Globals.Magic[Globals.Conduit3]:
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if Conduit3.is_visible() and active_conduit != Globals.Magic[Globals.Conduit3]:
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active_conduit = Globals.Magic[Globals.Conduit3]
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active_conduit = Globals.Magic[Globals.Conduit3]
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active_conduit = Globals.Magic[Globals.Conduit3]
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parent.WandPosition.set_current_conduit(active_conduit)
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parent.WandPosition.set_current_conduit(active_conduit)
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ConduitSelect.global_position = Conduit3Position.global_position
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ConduitSelect.global_position = Conduit3Position.global_position
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func _on_Conduit4_toggled():
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func _on_Conduit4_toggled():
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if Conduit4.is_visible() and active_conduit != Globals.Magic[Globals.Conduit4]:
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if Conduit4.is_visible() and active_conduit != Globals.Magic[Globals.Conduit4]:
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active_conduit = Globals.Magic[Globals.Conduit4]
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active_conduit = Globals.Magic[Globals.Conduit4]
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active_conduit = Globals.Magic[Globals.Conduit4]
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parent.WandPosition.set_current_conduit(active_conduit)
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parent.WandPosition.set_current_conduit(active_conduit)
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ConduitSelect.global_position = Conduit4Position.global_position
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ConduitSelect.global_position = Conduit4Position.global_position
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@ -128,24 +156,28 @@ func _on_Conduit4_toggled():
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func _on_Projectile1_pressed():
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func _on_Projectile1_pressed():
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if Projectile1.is_visible() and active_projectile != Globals.Magic[Globals.Projectile1]:
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if Projectile1.is_visible() and active_projectile != Globals.Magic[Globals.Projectile1]:
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Player.active_spell = Globals.Magic[Globals.Conduit1]
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active_projectile = Globals.Magic[Globals.Projectile1]
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active_projectile = Globals.Magic[Globals.Projectile1]
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ProjectileSelect.global_position = Projectile1Position.global_position
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ProjectileSelect.global_position = Projectile1Position.global_position
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func _on_Projectile2_pressed():
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func _on_Projectile2_pressed():
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if Projectile2.is_visible() and active_projectile != Globals.Magic[Globals.Projectile2]:
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if Projectile2.is_visible() and active_projectile != Globals.Magic[Globals.Projectile2]:
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Player.active_spell = Globals.Magic[Globals.Conduit2]
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active_projectile = Globals.Magic[Globals.Projectile2]
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active_projectile = Globals.Magic[Globals.Projectile2]
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ProjectileSelect.global_position = Projectile2Position.global_position
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ProjectileSelect.global_position = Projectile2Position.global_position
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func _on_Projectile3_pressed():
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func _on_Projectile3_pressed():
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if Projectile3.is_visible() and active_projectile != Globals.Magic[Globals.Projectile3]:
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if Projectile3.is_visible() and active_projectile != Globals.Magic[Globals.Projectile3]:
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Player.active_spell = Globals.Magic[Globals.Conduit3]
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active_projectile = Globals.Magic[Globals.Projectile3]
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active_projectile = Globals.Magic[Globals.Projectile3]
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ProjectileSelect.global_position = Projectile3Position.global_position
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ProjectileSelect.global_position = Projectile3Position.global_position
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func _on_Projectile4_pressed():
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func _on_Projectile4_pressed():
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if Projectile4.is_visible() and active_projectile != Globals.Magic[Globals.Projectile4]:
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if Projectile4.is_visible() and active_projectile != Globals.Magic[Globals.Projectile4]:
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Player.active_spell = Globals.Magic[Globals.Conduit4]
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active_projectile = Globals.Magic[Globals.Projectile4]
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active_projectile = Globals.Magic[Globals.Projectile4]
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ProjectileSelect.global_position = Projectile4Position.global_position
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ProjectileSelect.global_position = Projectile4Position.global_position
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