Lots of polish things and wrapping up all three levels
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+40
-20
@@ -1,6 +1,5 @@
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extends Node2D
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var level_path := "res://scenes/level{num}.tscn"
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var level1 = preload("res://scenes/level1.tscn")
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var current_level_num = 1
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@@ -8,32 +7,53 @@ var current_level : Node
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var max_levels := 3
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var level_win := false
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onready var end_timer := $EndTimer
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onready var game_timer := $GameTimer
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onready var game_screen_text := $GameScreenText
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func _ready() -> void:
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current_level = level1.instance()
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add_child(current_level)
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var err = current_level.get_child(0).connect("game_complete", self, "_on_level_complete")
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func setup_next_level():
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if current_level_num == 1:
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current_level = level1.instance()
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add_child(current_level)
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else:
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var new_level_path = level_path.format({"num": current_level_num})
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var next_level = load(new_level_path).instance()
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add_child(next_level)
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if current_level != null:
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current_level.queue_free()
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current_level = next_level
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var current_base_level = current_level.get_node("BaseLevel") as BaseLevel
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current_base_level.display_start(current_level_num, current_level_num == max_levels)
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var err = current_base_level.connect("game_complete", self, "_on_level_complete")
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print(err)
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func _on_level_complete(is_win: bool) -> void:
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print('Level complete')
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level_win = is_win
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if current_level_num == max_levels:
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end_timer.start(3.5)
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game_timer.start(3.5)
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else:
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end_timer.start(2)
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game_timer.start(2)
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current_level_num += 1
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func _on_EndTimer_timeout() -> void:
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if level_win and current_level_num < max_levels:
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current_level_num += 1
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var new_level_path = level_path.format({"num": current_level_num})
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var next_level = load(new_level_path).instance()
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add_child(next_level)
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current_level.queue_free()
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current_level = next_level
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var current_base_level = current_level.get_node("BaseLevel") as BaseLevel
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current_base_level.display_start(current_level_num)
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var err = current_base_level.connect("game_complete", self, "_on_level_complete")
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func _on_GameTimer_timeout() -> void:
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print('Timer done')
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if level_win and current_level_num <= max_levels:
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setup_next_level()
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elif not level_win:
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var header := game_screen_text.get_node("ColorRect/VBoxContainer/HeaderText")
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var body := game_screen_text.get_node("ColorRect/VBoxContainer/BodyText")
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header.text = "Seems you got lost in the world of make believe"
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body.text = "I don't blame you, its a beautiful place"
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if current_level != null:
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current_level.queue_free()
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else:
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var header := game_screen_text.get_node("ColorRect/VBoxContainer/HeaderText")
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var body := game_screen_text.get_node("ColorRect/VBoxContainer/BodyText")
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header.text = "Now go out and meet some real neighbors"
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body.text = "'In a way, you’ve already won in this world because you’re the only one who can be you.'\n-Mister Rogers"
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if current_level != null:
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current_level.queue_free()
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func _on_GameScreenText_done_reading() -> void:
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setup_next_level()
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