Added win condition for level 1 and added boss fight for level 5
This commit is contained in:
88
GUI/HUD.gd
88
GUI/HUD.gd
@@ -5,76 +5,76 @@ var weapon = "sword"
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func _on_Add_Currency_pressed() -> void:
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emit_signal('add_currency', 1)
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return
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emit_signal('add_currency', 1)
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return
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func update_currency(amount: int) -> void:
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$Currency.set_text(String(amount))
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return
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$Currency.set_text(String(amount))
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return
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func update_health(value: int) -> void:
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$'Health Bar'.value = value
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return
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$'Health Bar'.value = value
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return
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func _on_weapon_slot_pressed() -> void:
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$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
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return
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$'Weapon Selection'.set_visible(not $'Weapon Selection'.visible)
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return
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func _on_select_bow_pressed() -> void:
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$'Weapon Selection/Bow'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Bow/Weapon'.get_normal_texture())
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$'Weapon Selection/Bow'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Bow/Weapon'.get_normal_texture())
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection'.set_visible(false)
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weapon = "bow"
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return
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$'Weapon Selection'.set_visible(false)
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weapon = "bow"
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return
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func _on_select_javelin_pressed() -> void:
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$'Weapon Selection/Javelin'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Javelin/Weapon'.get_normal_texture())
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$'Weapon Selection/Javelin'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Javelin/Weapon'.get_normal_texture())
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection'.set_visible(false)
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weapon = "javelin"
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return
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$'Weapon Selection'.set_visible(false)
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weapon = "javelin"
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return
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func _on_select_staff_pressed() -> void:
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$'Weapon Selection/Staff'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Staff/Weapon'.get_normal_texture())
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$'Weapon Selection/Staff'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Staff/Weapon'.get_normal_texture())
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Sword'.set_visible(true)
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$'Weapon Selection'.set_visible(false)
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weapon = "staff"
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return
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$'Weapon Selection'.set_visible(false)
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weapon = "staff"
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return
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func _on_select_sword_pressed() -> void:
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$'Weapon Selection/Sword'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Sword/Weapon'.get_normal_texture())
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$'Weapon Selection/Sword'.set_visible(false)
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$'Equipped Weapon/Weapon'.set_normal_texture(
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$'Weapon Selection/Sword/Weapon'.get_normal_texture())
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection/Bow'.set_visible(true)
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$'Weapon Selection/Javelin'.set_visible(true)
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$'Weapon Selection/Staff'.set_visible(true)
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$'Weapon Selection'.set_visible(false)
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weapon = "sword"
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return
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$'Weapon Selection'.set_visible(false)
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weapon = "sword"
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return
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