Unbork some very borked stuff

This commit is contained in:
2024-01-28 15:05:54 +01:00
parent 49562ba9ce
commit 258b6c7856
4 changed files with 78 additions and 56 deletions

View File

@ -36,7 +36,7 @@ func _ready():
actionTimer = Timer.new()
actionTimer.connect("timeout",Callable(self,"RunQueuedAction"))
add_child(actionTimer)
$Display.text = $Display.text + "\nGood job Unit " + String(SaveManager.get_run()) + "!"
$Display.text = $Display.text + "\nGood job Unit " + str(SaveManager.get_run()) + "!"
addLine("\nAwaiting input...")
changeChar = CHANGE_TIME
$Display.visible_characters = 18
@ -63,11 +63,11 @@ func ButtonInput(input):
if !queuedAction:
queuedAction = input
elif input == "Next Level":
addLine("gis run unit " + String(SaveManager.get_run()))
addLine("gis run unit " + str(SaveManager.get_run()))
if !queuedAction:
queuedAction = input
elif input == "Upgrades":
addLine("gis config unit " + String(SaveManager.get_run()))
addLine("gis config unit " + str(SaveManager.get_run()))
if !queuedAction:
queuedAction = input
elif input == "Back":
@ -123,7 +123,7 @@ func RunQueuedAction():
get_tree().change_scene_to_file("res://Nodes/Game.tscn")
elif queuedAction == "Upgrades":
clearConsole()
addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Select upgrade category:")
addLine("1. Abilities")
addLine("2. Equipment")
@ -132,14 +132,14 @@ func RunQueuedAction():
GenerateInputs(['Abilities', 'Equipment', 'Buy Equipment', 'Back'])
elif queuedAction == "Buy Equipment":
clearConsole()
addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Equipment:")
var i = 1
var tempInputs = []
for equipment in ALL_EQUIPMENT:
if !(equipment in SaveManager.get_equipment()):
tempInputs.append(capFirst(equipment))
addLine(String(i) + ". " + capFirst(equipment) + " (COST " + String(ALL_EQUIPMENT[equipment]) + ")")
addLine(str(i) + ". " + capFirst(equipment) + " (COST " + str(ALL_EQUIPMENT[equipment]) + ")")
i += 1
GenerateInputs(tempInputs + ['Upgrades'])
elif queuedAction == "Back":
@ -147,7 +147,7 @@ func RunQueuedAction():
clearConsole()
elif queuedAction == "Equipment":
clearConsole()
addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Equipment:")
var i = 1
var tempInputs = []
@ -155,7 +155,7 @@ func RunQueuedAction():
var suffix = ""
if equip == SaveManager.get_equiped():
suffix = " (EQUIPED)"
addLine(String(i) + ". " + equip.capitalize()[0] + equip.substr(1, len(equip)) + suffix)
addLine(str(i) + ". " + equip.capitalize()[0] + equip.substr(1, len(equip)) + suffix)
tempInputs.append(equip.capitalize()[0] + equip.substr(1, len(equip)))
i += 1
addLine('\nX. Back')
@ -163,12 +163,12 @@ func RunQueuedAction():
GenerateInputs(tempInputs + ["Upgrades"])
elif queuedAction == "Abilities":
clearConsole()
addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Abilities:")
var i = 1
var tempInputs = []
for action in SaveManager.get_actions():
addLine(String(i) + ". " + action.capitalize()[0] + action.substr(1, len(action)))
addLine(str(i) + ". " + action.capitalize()[0] + action.substr(1, len(action)))
tempInputs.append(action.capitalize()[0] + action.substr(1, len(action)))
i += 1
addLine('\nX. Back')
@ -190,16 +190,16 @@ func RunQueuedAction():
GenerateInputs(tempInputs + ["Equipment"])
elif queuedAction.to_lower() in SaveManager.get_actions():
clearConsole()
addLine("Upgrade Chips: " + String(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Upgrade Chips: " + str(SaveManager.get_upgrade_points()) + "\n\n")
addLine("Ability: " + queuedAction)
addLine("Level: " + String(SaveManager.get_action_value(queuedAction.to_lower())))
addLine("Level: " + str(SaveManager.get_action_value(queuedAction.to_lower())))
addLine("")
var pointsToUpgrade = 1 * int(SaveManager.get_action_value(queuedAction.to_lower()))
if queuedAction.to_lower() in BASE_UNLOCK:
pointsToUpgrade += BASE_UNLOCK[queuedAction.to_lower()]
var tempInputs = []
tempInputs.append("Upgrade")
addLine("1. Upgrade (" + String(pointsToUpgrade) + " Points)")
addLine("1. Upgrade (" + str(pointsToUpgrade) + " Points)")
addLine("\nX. Back")
tempValue = queuedAction.to_lower()
GenerateInputs(tempInputs + ["Abilities"])

View File

@ -1,14 +1,23 @@
class_name Exit
extends Node2D
@export
var area: Area2D
func _ready():
@export
var victory_scene: PackedScene
func _ready() -> void:
area.body_entered.connect(self._on_body_entered)
$Area2D.connect("body_entered",Callable(self,"on_collide"))
func on_collide(body):
if body.has_method("victoryCondition"):
func _on_body_entered(body: PhysicsBody2D) -> void:
if body is Player:
MusicPlayer.stop()
MusicPlayer.stream = load("res://Music/DOS-88/Smooth Sailing.ogg")
MusicPlayer.volume_db = 0
MusicPlayer.play()
body.victoryCondition()
SaveManager.change_upgrade_points(1)
get_tree().change_scene_to_packed(victory_scene)