Comets.gd/scripts/game.gd

64 lines
1.6 KiB
GDScript

extends Node2D
const COMET_SPAWNER = preload("res://scenes/comet_spawner.tscn")
@export var level : int = 1
var save_file := "user://highscore.dat"
var viewport_size : Vector2
var score : int = 0
var high_score : int
var points_per_comet := 300
func _ready() -> void:
high_score = load_score()
new_level(level)
viewport_size = get_viewport_rect().size
$Background/Stars.emission_rect_extents = viewport_size
func _process(_delta: float) -> void:
update_ui()
func new_level(current_level : int) -> void:
var comet_spawner := COMET_SPAWNER.instantiate()
comet_spawner.comet_count *= current_level
comet_spawner.comet_shot.connect(increase_score)
comet_spawner.screen_cleared.connect(level_finished)
self.add_child(comet_spawner)
func level_finished() -> void:
level += 1
new_level(level)
func game_over() -> void:
# Wait 1 second before showing the game over screen for "dramatic" effect
await get_tree().create_timer(1.0).timeout
$UI/GameOverScreen.visible = true
if score > high_score:
save_score()
func increase_score(comet_size : int) -> void:
# We add one since comet_size starts count at 0
comet_size += 1
score += points_per_comet / comet_size
func update_ui()-> void:
# Label strings must be all caps for font to render proper
$UI/Score.text = "SCORE: " + str(score)
$UI/Level.text = "LEVEL: " + str(level)
$UI/HighScore.text = "HIGH SCORE:\n" + str(high_score)
func save_score() -> void:
var file := FileAccess.open(save_file, FileAccess.WRITE)
file.store_var(score)
func load_score() -> int:
if FileAccess.file_exists(save_file):
var file := FileAccess.open(save_file, FileAccess.READ)
return file.get_var(score)
else:
return 0