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