did a lot of stuff holy shit
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26
scripts/autoloads/level_manager.gd
Normal file
26
scripts/autoloads/level_manager.gd
Normal file
@@ -0,0 +1,26 @@
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extends Node
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@onready var transition: CanvasLayer = $Transition
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@export var levels: Array[PackedScene]
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var level_pointer: int = 0
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const PROGRESS_SAVE_PATH: String = "user://save.cfg"
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var progress_save: ConfigFile = ConfigFile.new()
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func _ready() -> void:
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progress_save.load(PROGRESS_SAVE_PATH)
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func next_level() -> void:
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level_pointer += 1
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if level_pointer < levels.size():
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transition.show()
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await get_tree().create_timer(1).timeout
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get_tree().change_scene_to_packed(levels[level_pointer])
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await get_tree().create_timer(2).timeout
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transition.hide()
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else:
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get_tree().change_scene_to_file("res://scenes/gui/menus/game_finished.tscn")
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func start_last_level() -> void:
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pass
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@@ -7,14 +7,14 @@ var fullscreen: bool
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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close_request_window = preload("res://scenes/close_game_confirmation.tscn").instantiate()
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close_request_window = preload("res://scenes/gui/menus/close_game_confirmation.tscn").instantiate()
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add_child(close_request_window)
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pause_menu = preload("res://scenes/gui/menus/pause_menu.tscn").instantiate()
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add_child(pause_menu)
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fullscreen = DisplayServer.window_get_mode() == 4
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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if Input.is_action_just_released("fullscreen"):
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fullscreen = !fullscreen
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toggle_fullscreen()
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