bunch of changes, about to try somehting funky
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32 changed files with 585 additions and 41 deletions
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@ -10,6 +10,14 @@ var starting_time : int = 200
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signal new_day
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@export var current_target_label : Label
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@export var power_bar : TextureProgressBar
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@export var next_target_label : Label
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@export var levels : Array[HackLevel]
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var ending_text : String
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var power_vis : float = 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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@ -25,6 +33,12 @@ func _process(delta: float) -> void:
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next_button.text = "End Game"
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else:
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next_button.text = "Proceed to next day ->"
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update_power()
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if PlayerInventory.botnet_servers < power_vis:
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power_vis = PlayerInventory.botnet_servers
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else:
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power_vis = clampf(power_vis + (delta * 5),0,PlayerInventory.botnet_servers)
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func has_time(time : float) -> bool:
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return time_left >= time
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@ -44,3 +58,23 @@ func _on_next_day_pressed() -> void:
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Clock.hide()
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Locations.hide()
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pass
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func update_power():
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var current_level : HackLevel
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var next_level : HackLevel
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for x in range(levels.size()):
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if levels[x].power <= power_vis:
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current_level = levels[x]
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if x < levels.size()-1:
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next_level = levels[x+1]
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else:
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next_level = current_level
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power_bar.min_value = current_level.power
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power_bar.max_value = next_level.power
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power_bar.value = power_vis
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power_bar.self_modulate = next_level.color
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next_target_label.text = str(round((next_level.power-power_vis)*10)/10) + " to next target"
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current_target_label.text = current_level.name
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if power_vis >= next_level.power:
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next_target_label.text = "Max Hacking Level"
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ending_text = current_level.ending_text
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