completed l4 win condition

This commit is contained in:
2021-12-10 11:08:09 -06:00
parent 111aa4d8ae
commit 0ead947566
11 changed files with 331 additions and 330 deletions

View File

@@ -5,76 +5,76 @@ var weapon = "sword"
func _on_Add_Currency_pressed() -> void:
emit_signal('add_currency', 1)
return
emit_signal('add_currency', 1)
return
func update_currency(amount: int) -> void:
$Currency.set_text(String(amount))
return
$Currency.set_text(String(amount))
return
func update_health(value: int) -> void:
$'Health Bar'.value = value
return
$'Health Bar'.value = value
return
func _on_weapon_slot_pressed() -> void:
$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
return
$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
return
func _on_select_bow_pressed() -> void:
$'Weapon Selection/Bow'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Bow/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Bow/Weapon'.get_normal_texture())
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
weapon = "bow"
return
$'Weapon Selection'.set_visible(false)
weapon = "bow"
return
func _on_select_javelin_pressed() -> void:
$'Weapon Selection/Javelin'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Javelin/Weapon'.get_normal_texture())
$'Weapon Selection/Javelin'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Javelin/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
weapon = "javelin"
return
$'Weapon Selection'.set_visible(false)
weapon = "javelin"
return
func _on_select_staff_pressed() -> void:
$'Weapon Selection/Staff'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Staff/Weapon'.get_normal_texture())
$'Weapon Selection/Staff'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Staff/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Sword'.set_visible(true)
$'Weapon Selection'.set_visible(false)
weapon = "staff"
return
$'Weapon Selection'.set_visible(false)
weapon = "staff"
return
func _on_select_sword_pressed() -> void:
$'Weapon Selection/Sword'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Sword/Weapon'.get_normal_texture())
$'Weapon Selection/Sword'.set_visible(false)
$'Equipped Weapon/Weapon'.set_normal_texture(
$'Weapon Selection/Sword/Weapon'.get_normal_texture())
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection/Bow'.set_visible(true)
$'Weapon Selection/Javelin'.set_visible(true)
$'Weapon Selection/Staff'.set_visible(true)
$'Weapon Selection'.set_visible(false)
weapon = "sword"
return
$'Weapon Selection'.set_visible(false)
weapon = "sword"
return

View File

@@ -4,36 +4,36 @@ signal complete(option)
func _on_new_game_button_pressed() -> void:
emit_signal('complete', 'new game')
return
emit_signal('complete', 'new game')
return
func _on_quit_button_pressed() -> void:
get_tree().quit()
return
get_tree().quit()
return
func _on_continue_button_mouse_entered() -> void:
if not $'Menu/Menu Elements/Menu Options/Continue/Continue Button'.disabled:
$'Menu Button Hover'.play(0.0)
return
if not $'Menu/Menu Elements/Menu Options/Continue/Continue Button'.disabled:
$'Menu Button Hover'.play(0.0)
return
func _on_new_game_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0)
return
$'Menu Button Hover'.play(0.0)
return
func _on_settings_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0)
return
$'Menu Button Hover'.play(0.0)
return
func _on_credits_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0)
return
$'Menu Button Hover'.play(0.0)
return
func _on_quit_button_mouse_entered() -> void:
$'Menu Button Hover'.play(0.0)
return
$'Menu Button Hover'.play(0.0)
return

View File

@@ -4,26 +4,26 @@ signal complete
func _ready() -> void:
# Fade in
if not $Tween.interpolate_property(self, 'self_modulate:a', 0, 1, 3, Tween.TRANS_LINEAR, Tween.EASE_IN):
print('ERROR: Splash Screen fade in animation has errors.')
if not $Tween.start():
print('ERROR: Splash Screen fade in animation failed to start.')
# Fade in
if not $Tween.interpolate_property(self, 'self_modulate:a', 0, 1, 3, Tween.TRANS_LINEAR, Tween.EASE_IN):
print('ERROR: Splash Screen fade in animation has errors.')
if not $Tween.start():
print('ERROR: Splash Screen fade in animation failed to start.')
yield($Tween, 'tween_completed') # Wait for fade in to complete
yield($Tween, 'tween_completed') # Wait for fade in to complete
# Fade out
if not $Tween.interpolate_property(self, 'self_modulate:a', 1, 0, 3, Tween.TRANS_LINEAR, Tween.EASE_OUT, 2):
print('ERROR: Splash Screen fade out animation has errors.')
if not $Tween.start():
print('ERROR: Splash Screen fade out animation failed to start.')
# Fade out
if not $Tween.interpolate_property(self, 'self_modulate:a', 1, 0, 3, Tween.TRANS_LINEAR, Tween.EASE_OUT, 2):
print('ERROR: Splash Screen fade out animation has errors.')
if not $Tween.start():
print('ERROR: Splash Screen fade out animation failed to start.')
yield($Tween, 'tween_completed') # Wait for fade out to complete
emit_signal('complete')
return
yield($Tween, 'tween_completed') # Wait for fade out to complete
emit_signal('complete')
return
func _input(event: InputEvent) -> void:
if event.is_action_pressed('ui_accept'):
emit_signal('complete')
return
if event.is_action_pressed('ui_accept'):
emit_signal('complete')
return