Update Level 1.tscn, Level 2.tscn, Level 3.tscn, and 9 more files
This commit is contained in:
parent
f470efbe1f
commit
89cfa2882a
12 changed files with 204 additions and 112 deletions
|
|
@ -7,7 +7,7 @@ signal tick(time : int)
|
|||
@export_group("Variables")
|
||||
@export var level_tick : float = 1 # how often to run a command
|
||||
@export var level_time : float = 10 # the amoutn of time allowed for the level
|
||||
@export var level_name : String = "Level X\nTest Room"
|
||||
@export_multiline var level_name : String = "Level X\nTest Room"
|
||||
|
||||
#reset these
|
||||
var tick_timer : float = 0
|
||||
|
|
@ -172,6 +172,4 @@ func _on_player_object_clicked(object):
|
|||
start_room()
|
||||
|
||||
|
||||
func _on_area_3d_body_entered(body):
|
||||
if body.name == "Player":
|
||||
GameManager.load_next_level()
|
||||
|
||||
|
|
|
|||
16
Scripts/end_zone.gd
Normal file
16
Scripts/end_zone.gd
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
extends MeshInstance3D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
pass
|
||||
|
||||
|
||||
func _on_area_3d_body_entered(body):
|
||||
if body.name == "Player":
|
||||
GameManager.load_next_level()
|
||||
|
|
@ -9,6 +9,7 @@ var credits_shown : bool = false
|
|||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
for level_num in GameManager.levels.size():
|
||||
var new_button : Button = Button.new()
|
||||
new_button.text = "Level " + str(level_num) + " : " + GameManager.levels[level_num].level_name
|
||||
|
|
@ -31,9 +32,10 @@ func _process(delta):
|
|||
|
||||
|
||||
func pick_level(picked_level:String):
|
||||
for level in GameManager.levels:
|
||||
if level.level_name == picked_level:
|
||||
get_tree().change_scene_to_file(level.level_path)
|
||||
for level_num in GameManager.levels.size():
|
||||
if GameManager.levels[level_num].level_name == picked_level:
|
||||
get_tree().change_scene_to_file(GameManager.levels[level_num].level_path)
|
||||
GameManager.current_level = level_num
|
||||
|
||||
func _on_credits_button_pressed():
|
||||
credits_shown = !credits_shown
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue