added selling cards and made shop items cheaper
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45
Scenes/Menus/GameEndScreen/game_end_screen.gd
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45
Scenes/Menus/GameEndScreen/game_end_screen.gd
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class_name GameEndScreen extends PanelContainer
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@export var box: PackedScene
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@export var outcome_label: Label
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@export var winrate_label: Label
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@export var total_games_label: Label
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@export var total_wins_label: Label
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@export var total_losses_label: Label
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@export var undefeated_enemies: VBoxContainer
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func _ready() -> void:
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var wins: int = Data.save_stats.twenty_game_history.count(true)
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var games: int = Data.save_stats.twenty_game_history.size()
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var winrate: int = int((float(wins) / float(games)) * 100.0)
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winrate_label.text = "Your 20-game winrate is now: " + str(winrate) + "%!"
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total_games_label.text = "Total games: " + str(Data.save_stats.wins + Data.save_stats.losses)
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total_wins_label.text = "Total wins: " + str(Data.save_stats.wins)
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total_losses_label.text = "Total losses: " + str(Data.save_stats.losses)
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for wave_key: int in Game.stats.enemies_undefeated:
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var spawned_box: EnemyBox = box.instantiate() as EnemyBox
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undefeated_enemies.add_child(spawned_box)
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spawned_box.set_wave(wave_key)
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for enemy_key: Enemy in Game.stats.enemies_undefeated[wave_key]:
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spawned_box.add_enemy_tag(enemy_key, Game.stats.enemies_undefeated[wave_key][enemy_key])
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func set_outcome_message(message: String) -> void:
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outcome_label.text = message
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func _on_quit_button_pressed() -> void:
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Game.scene_switch_main_menu()
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queue_free()
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func _on_play_button_pressed() -> void:
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Game.setup()
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Game.start()
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queue_free()
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func _on_button_mouse_entered() -> void:
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$AudioStreamPlayer.play()
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