Merge remote-tracking branch 'origin/master'

This commit is contained in:
Diego 2020-07-23 00:22:45 -05:00
commit 8e9a38a3eb
7 changed files with 42 additions and 3 deletions

View file

@ -5,6 +5,8 @@ var health = null
var energy = null
var unlocked: Array = []
var current_scene: String
var current_wand: int = -1
var current_spell: int = -1
func respawn():
health = null

View file

@ -16,7 +16,7 @@ autoplay = true
[node name="Door" parent="." instance=ExtResource( 3 )]
position = Vector2( 180, 128 )
unlocked = false
next_scene = "\"res://levels/other/test.tscn\""
[node name="CanvasModulate" type="CanvasModulate" parent="."]
color = Color( 0.564706, 0.564706, 0.564706, 1 )

View file

@ -15,6 +15,8 @@
[ext_resource path="res://levels/other/Timer.gd" type="Script" id=13]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 85, 8 )

View file

@ -9,6 +9,8 @@
[ext_resource path="res://levels/other/Level 1a.gd" type="Script" id=7]
[node name="Level 1a" type="Node"]
script = ExtResource( 7 )

View file

@ -1,11 +1,12 @@
extends Sprite
export var unlocked: bool = true
export var next_scene: String
export var next_scene: String = ""
onready var door = get_node("AnimationPlayer")
func _process(delta):
print(next_scene)
if $Area2D.get_overlapping_bodies().size() != 0:
if unlocked:
$Label.text = "F to Open"

View file

@ -44,7 +44,7 @@ speed_scale = 0.25
process_material = SubResource( 5 )
[node name="Light2D" type="Light2D" parent="."]
position = Vector2( 0, -5 )
position = Vector2( 0, -4 )
texture = ExtResource( 1 )
color = Color( 1, 0.4, 0, 1 )
range_layer_min = -5

View file

@ -45,6 +45,30 @@ onready var Effect4 = $Inventory/Effects/Effect4
func _ready():
for id in Player.unlocked:
add_item(id)
if Player.current_wand != -1:
active_conduit = Globals.Magic[Player.current_wand]
parent.WandPosition.set_current_conduit(active_conduit)
match Player.current_wand:
0:
ConduitSelect.global_position = Conduit1Position.global_position
1:
ConduitSelect.global_position = Conduit2Position.global_position
2:
ConduitSelect.global_position = Conduit3Position.global_position
3:
ConduitSelect.global_position = Conduit4Position.global_position
if Player.current_spell != -1:
active_projectile = Globals.Magic[Player.current_wand]
match Player.current_spell:
4:
ProjectileSelect.global_position = Projectile1Position.global_position
5:
ProjectileSelect.global_position = Projectile2Position.global_position
6:
ProjectileSelect.global_position = Projectile3Position.global_position
7:
ProjectileSelect.global_position = Projectile3Position.global_position
func _process(delta):
if Input.is_action_just_pressed("inventory"):
@ -103,24 +127,28 @@ func add_item(index):
func _on_Conduit1_toggled():
if Conduit1.is_visible() and active_conduit != Globals.Magic[Globals.Conduit1]:
Player.current_wand = Globals.Magicp
active_conduit = Globals.Magic[Globals.Conduit1]
parent.WandPosition.set_current_conduit(active_conduit)
ConduitSelect.global_position = Conduit1Position.global_position
func _on_Conduit2_toggled():
if Conduit2.is_visible() and active_conduit != Globals.Magic[Globals.Conduit2]:
active_conduit = Globals.Magic[Globals.Conduit2]
active_conduit = Globals.Magic[Globals.Conduit2]
parent.WandPosition.set_current_conduit(active_conduit)
ConduitSelect.global_position = Conduit2Position.global_position
func _on_Conduit3_toggled():
if Conduit3.is_visible() and active_conduit != Globals.Magic[Globals.Conduit3]:
active_conduit = Globals.Magic[Globals.Conduit3]
active_conduit = Globals.Magic[Globals.Conduit3]
parent.WandPosition.set_current_conduit(active_conduit)
ConduitSelect.global_position = Conduit3Position.global_position
func _on_Conduit4_toggled():
if Conduit4.is_visible() and active_conduit != Globals.Magic[Globals.Conduit4]:
active_conduit = Globals.Magic[Globals.Conduit4]
active_conduit = Globals.Magic[Globals.Conduit4]
parent.WandPosition.set_current_conduit(active_conduit)
ConduitSelect.global_position = Conduit4Position.global_position
@ -128,24 +156,28 @@ func _on_Conduit4_toggled():
func _on_Projectile1_pressed():
if Projectile1.is_visible() and active_projectile != Globals.Magic[Globals.Projectile1]:
Player.active_spell = Globals.Magic[Globals.Conduit1]
active_projectile = Globals.Magic[Globals.Projectile1]
ProjectileSelect.global_position = Projectile1Position.global_position
func _on_Projectile2_pressed():
if Projectile2.is_visible() and active_projectile != Globals.Magic[Globals.Projectile2]:
Player.active_spell = Globals.Magic[Globals.Conduit2]
active_projectile = Globals.Magic[Globals.Projectile2]
ProjectileSelect.global_position = Projectile2Position.global_position
func _on_Projectile3_pressed():
if Projectile3.is_visible() and active_projectile != Globals.Magic[Globals.Projectile3]:
Player.active_spell = Globals.Magic[Globals.Conduit3]
active_projectile = Globals.Magic[Globals.Projectile3]
ProjectileSelect.global_position = Projectile3Position.global_position
func _on_Projectile4_pressed():
if Projectile4.is_visible() and active_projectile != Globals.Magic[Globals.Projectile4]:
Player.active_spell = Globals.Magic[Globals.Conduit4]
active_projectile = Globals.Magic[Globals.Projectile4]
ProjectileSelect.global_position = Projectile4Position.global_position