Fixed debugger errors in many files and optimized some scenes/code
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@@ -1,57 +1,52 @@
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extends Node2D
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onready var coin = preload('res://Levels/Interactables/Coin.tscn')
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onready var coin: Resource = preload('res://Levels/Interactables/Coin.tscn')
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var screensize
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var score = 0
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var screensize: Vector2
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var score: int = 0
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func _ready() -> void:
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$YSort/Player.load_hud($HUD)
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screensize = get_viewport_rect().size
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spawn_coins(8)
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return
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$YSort/Player.load_hud($HUD)
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screensize = get_viewport_rect().size
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spawn_coins(8)
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return
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func spawn_coins(num: int) -> void:
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for _i in range(num):
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var g: Node = coin.instance()
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$'coin_container'.add_child(g)
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g.connect('coin_grabbed', self, '_on_coin_grabbed')
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#g.set_pos(Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40)))
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g.position = Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40))
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return
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for _i in range(num):
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var g: Node = coin.instance()
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$'coin_container'.add_child(g)
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if g.connect('coin_grabbed', self, '_on_coin_grabbed') != OK:
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print('ERROR: Coin "coin_grabbed" signal already connected.')
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#g.set_pos(Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40)))
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g.position = Vector2(rand_range(0, screensize.x - 40), rand_range(0, screensize.y - 40))
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return
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func _on_coin_grabbed() -> void:
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score += 1
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print(score)
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$'Level 3 HUD/Label'.set_text(str(score) + '/5')
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return
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score += 1
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$'Level 3 HUD/Label'.set_text(str(score) + '/5')
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return
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func _timer_out() -> void:
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get_tree().change_scene('res://Levels/Hub World.tscn')
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queue_free()
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return
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if get_tree().change_scene('res://GUI/Level Failed.tscn') != OK:
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print('ERROR: Level 3 failed to change scene to Level Failed.')
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queue_free()
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return
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func _on_TreasureChest_ice_key_collected() -> void:
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$YSort/Door/doorClosed.visible = false
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$YSort/Door/doorOpened.visible = true
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$YSort/DoorCollision.layers = 5
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return
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func _on_DoorDetector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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print('WIN WIN WIN')
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get_tree().change_scene('res://Levels/Hub World.tscn')
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return
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$YSort/Door/doorClosed.visible = false
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$YSort/Door/doorOpened.visible = true
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$YSort/DoorCollision.layers = 5
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return
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func _on_DoorDetector_area_entered(area: Area2D) -> void:
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if area.get_parent().name == 'Player':
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get_tree().change_scene('res://GUI/Level Complete.tscn')
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queue_free()
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return
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if area.get_parent().name == 'Player':
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if get_tree().change_scene('res://GUI/Level Complete.tscn') != OK:
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print('ERROR: Level 3 failed to change scene to Level Complete.')
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queue_free()
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return
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