typed everything, added high scores
parent
ea064173eb
commit
2c00f4b3be
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@ -1,7 +1,12 @@
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extends Node2D
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func _on_start_pressed():
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NewScript.startGame()
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get_tree().change_scene_to_file("res://TmAP.tscn")
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func _on_quit_pressed():
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get_tree().quit()
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func _on_high_pressed():
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NewScript.getHigh()
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36
TileMap.gd
36
TileMap.gd
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@ -1,8 +1,8 @@
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extends TileMap
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@export var playerPos = Vector2.ZERO
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@export var playerPos :Vector2 = Vector2.ZERO
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@onready var player =$"../CharacterBody2D"
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@onready var player :CharacterBody2D =$"../CharacterBody2D"
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var rng = RandomNumberGenerator.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -10,41 +10,39 @@ func _ready():
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#return random int
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func roller():
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var rum = rng.randi_range(0, 200)
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var randomHouse = rng.randi_range(5,10)
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var randomPower = rng.randi_range(2,8)
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var randomGap = rng.randi_range(1,20)
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var randomSet = [rum, randomHouse,randomPower,randomGap]
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var rum :int = rng.randi_range(0, 200)
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var randomHouse :int = rng.randi_range(5,10)
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var randomPower :int = rng.randi_range(2,8)
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var randomGap :int = rng.randi_range(1,15)
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var randomSet :Array = [rum, randomHouse,randomPower,randomGap]
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return randomSet
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#draws the ground, houses and powerups
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func drawPat(playerPos):
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var tilePos = Vector2i(playerPos.x+(36),11)
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var tileCheck = tilePos + Vector2i(1,1)
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func drawPat(playerPost :Vector2):
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var tilePos = Vector2(playerPost.x+(36),11)
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var tileCheck = tilePos + Vector2(1,1)
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var rum = roller()
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if get_cell_tile_data(0,tileCheck,false) == null:
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set_pattern(0,tilePos +Vector2i(rum[3],0),tile_set.get_pattern(1))
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set_pattern(0,tilePos +Vector2(rum[3],0),tile_set.get_pattern(1))
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if int(playerPos.x) % 3 == 0:
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if rum[0] > 180:
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set_pattern(1,tilePos-Vector2i(-8,rum[1]),tile_set.get_pattern(4))
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set_pattern(1,tilePos-Vector2(-8,rum[1]),tile_set.get_pattern(4))
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if int(playerPos.x) % 7 == 0:
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if rum[0] > 180:
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set_pattern(1,tilePos-Vector2i(-8,rum[2]),tile_set.get_pattern(5))
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set_pattern(1,tilePos-Vector2(-8,rum[2]),tile_set.get_pattern(5))
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#removes old tiles
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func garbageCollect(playerPos):
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func garbageCollect(playerPost :Vector2):
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for dist in get_used_cells(0):
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if playerPos.x-dist.x > 0:
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if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
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if playerPost.x-dist.x > 100:
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erase_cell(0, dist)
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for dist in get_used_cells(1):
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if playerPos.x-dist.x > 0:
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if sqrt((playerPos.x-dist.x) ** 2 + (playerPos.y - dist.y)**2) > 200:
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if playerPost.x-dist.x > 100:
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erase_cell(1, dist)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(_delta):
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playerPos = self.local_to_map(player.position)
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if playerPos.y > 15:
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NewScript.playerDeath()
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@ -49,4 +49,5 @@ offset_bottom = 336.0
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text = "Quit Game"
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[connection signal="pressed" from="Start" to="Control" method="_on_start_pressed"]
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[connection signal="pressed" from="High" to="Control" method="_on_high_pressed"]
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[connection signal="pressed" from="Quit" to="Control" method="_on_quit_pressed"]
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@ -1,6 +1,8 @@
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extends Node
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var savePath :String ="user://user.save"
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var score= 0
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var score :int = 0
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var highScores : Array = [0]
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func playerPoScore():
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score += 1
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@ -11,5 +13,31 @@ func hit(data):
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elif data == "power":
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score += 30
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func playerDeath():
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func startGame():
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score = 0
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func playerDeath():
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if FileAccess.file_exists("user://user.save"):
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var file = FileAccess.open(savePath, FileAccess.READ)
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if file.get_as_text():
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print(highScores.min())
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highScores = str_to_var(file.get_as_text())
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if score > highScores.min():
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highScores.append(score)
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else:
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highScores.append(score)
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save()
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func save():
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var file = FileAccess.open(savePath, FileAccess.WRITE)
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file.store_line(str(highScores))
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func getHigh():
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print("here")
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if not FileAccess.file_exists("user://user.save"):
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pass
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var file = FileAccess.open(savePath, FileAccess.READ)
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var data = file.get_as_text()
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print(data)
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10
player.gd
10
player.gd
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@ -1,8 +1,8 @@
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extends CharacterBody2D
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const speed = 190.0
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const JUMP_VELOCITY = -400.0
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const accel = 1.0071
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const strength= 3.5
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const speed :float = 190.0
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const JUMP_VELOCITY :float = -400.0
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const accel :float = 1.0071
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const strength :float = 3.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -18,7 +18,7 @@ func get_input():
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func _physics_process(delta):
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var playerInput = get_input()
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# Add the gravity.
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# Add the Gravity.
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if not is_on_floor():
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velocity.y += gravity * delta* 3
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@ -12,6 +12,8 @@ config_version=5
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config/name="Testrun"
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run/main_scene="res://mainMenu.tscn"
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config/use_custom_user_dir=true
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config/custom_user_dir_name="SavesT"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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