typed everything, added high scores

main
etati 2024-03-04 20:35:09 -05:00
parent ea064173eb
commit 2c00f4b3be
6 changed files with 62 additions and 28 deletions

View File

@ -1,7 +1,12 @@
extends Node2D
func _on_start_pressed():
NewScript.startGame()
get_tree().change_scene_to_file("res://TmAP.tscn")
func _on_quit_pressed():
get_tree().quit()
func _on_high_pressed():
NewScript.getHigh()

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@ -1,8 +1,8 @@
extends TileMap
@export var playerPos = Vector2.ZERO
@export var playerPos :Vector2 = Vector2.ZERO
@onready var player =$"../CharacterBody2D"
@onready var player :CharacterBody2D =$"../CharacterBody2D"
var rng = RandomNumberGenerator.new()
# Called when the node enters the scene tree for the first time.
func _ready():
@ -10,41 +10,39 @@ func _ready():
#return random int
func roller():
var rum = rng.randi_range(0, 200)
var randomHouse = rng.randi_range(5,10)
var randomPower = rng.randi_range(2,8)
var randomGap = rng.randi_range(1,20)
var randomSet = [rum, randomHouse,randomPower,randomGap]
var rum :int = rng.randi_range(0, 200)
var randomHouse :int = rng.randi_range(5,10)
var randomPower :int = rng.randi_range(2,8)
var randomGap :int = rng.randi_range(1,15)
var randomSet :Array = [rum, randomHouse,randomPower,randomGap]
return randomSet
#draws the ground, houses and powerups
func drawPat(playerPos):
var tilePos = Vector2i(playerPos.x+(36),11)
var tileCheck = tilePos + Vector2i(1,1)
func drawPat(playerPost :Vector2):
var tilePos = Vector2(playerPost.x+(36),11)
var tileCheck = tilePos + Vector2(1,1)
var rum = roller()
if get_cell_tile_data(0,tileCheck,false) == null:
set_pattern(0,tilePos +Vector2i(rum[3],0),tile_set.get_pattern(1))
set_pattern(0,tilePos +Vector2(rum[3],0),tile_set.get_pattern(1))
if int(playerPos.x) % 3 == 0:
if rum[0] > 180:
set_pattern(1,tilePos-Vector2i(-8,rum[1]),tile_set.get_pattern(4))
set_pattern(1,tilePos-Vector2(-8,rum[1]),tile_set.get_pattern(4))
if int(playerPos.x) % 7 == 0:
if rum[0] > 180:
set_pattern(1,tilePos-Vector2i(-8,rum[2]),tile_set.get_pattern(5))
set_pattern(1,tilePos-Vector2(-8,rum[2]),tile_set.get_pattern(5))
#removes old tiles
func garbageCollect(playerPos):
func garbageCollect(playerPost :Vector2):
for dist in get_used_cells(0):
if playerPos.x-dist.x > 0:
if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
if playerPost.x-dist.x > 100:
erase_cell(0, dist)
for dist in get_used_cells(1):
if playerPos.x-dist.x > 0:
if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
if playerPost.x-dist.x > 100:
erase_cell(1, dist)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
func _process(_delta):
playerPos = self.local_to_map(player.position)
if playerPos.y > 15:
NewScript.playerDeath()

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@ -49,4 +49,5 @@ offset_bottom = 336.0
text = "Quit Game"
[connection signal="pressed" from="Start" to="Control" method="_on_start_pressed"]
[connection signal="pressed" from="High" to="Control" method="_on_high_pressed"]
[connection signal="pressed" from="Quit" to="Control" method="_on_quit_pressed"]

View File

@ -1,6 +1,8 @@
extends Node
var savePath :String ="user://user.save"
var score= 0
var score :int = 0
var highScores : Array = [0]
func playerPoScore():
score += 1
@ -11,5 +13,31 @@ func hit(data):
elif data == "power":
score += 30
func playerDeath():
func startGame():
score = 0
func playerDeath():
if FileAccess.file_exists("user://user.save"):
var file = FileAccess.open(savePath, FileAccess.READ)
if file.get_as_text():
print(highScores.min())
highScores = str_to_var(file.get_as_text())
if score > highScores.min():
highScores.append(score)
else:
highScores.append(score)
save()
func save():
var file = FileAccess.open(savePath, FileAccess.WRITE)
file.store_line(str(highScores))
func getHigh():
print("here")
if not FileAccess.file_exists("user://user.save"):
pass
var file = FileAccess.open(savePath, FileAccess.READ)
var data = file.get_as_text()
print(data)

View File

@ -1,8 +1,8 @@
extends CharacterBody2D
const speed = 190.0
const JUMP_VELOCITY = -400.0
const accel = 1.0071
const strength= 3.5
const speed :float = 190.0
const JUMP_VELOCITY :float = -400.0
const accel :float = 1.0071
const strength :float = 3.5
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -18,7 +18,7 @@ func get_input():
func _physics_process(delta):
var playerInput = get_input()
# Add the gravity.
# Add the Gravity.
if not is_on_floor():
velocity.y += gravity * delta* 3

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@ -12,6 +12,8 @@ config_version=5
config/name="Testrun"
run/main_scene="res://mainMenu.tscn"
config/use_custom_user_dir=true
config/custom_user_dir_name="SavesT"
config/features=PackedStringArray("4.2", "Forward Plus")
config/icon="res://icon.svg"