fixed some bugs The Typening caused

This commit is contained in:
2024-03-23 22:36:19 +11:00
parent a93660f755
commit 3c28999cd9
29 changed files with 51 additions and 116 deletions

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@ -11,7 +11,7 @@ var astar: AStar3D = AStar3D.new()
@export var spawner: EnemySpawner
@export var visualized_path: VisualizedPath
@export var tower_path: Node
var tower_base_scene: PackedScene = load("res://Scenes/tower_base.tscn")
var tower_base_scene: PackedScene = load("res://Scenes/TowerBase/tower_base.tscn")
var tower_frame_scene: PackedScene = load("res://Scenes/tower_frame.tscn")
var tower_bases: Array = []
var tower_base_ids: Dictionary = {}

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@ -7,7 +7,7 @@ var max_speed: float = 13.0
func _physics_process(_delta: float) -> void:
if is_instance_valid(target):
direction = global_position.direction_to(target.sprite.global_position)
direction = global_position.direction_to(target.global_position)
#apply_central_force(direction * acceleration)

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@ -10,7 +10,7 @@ signal won_game
var level_scene: PackedScene = load("res://Worlds/GreenPlanet/Levels/first_level.tscn")
var player_scene: PackedScene = load("res://PCs/hero.tscn")
var main_menu_scene_path: String = "res://Scenes/Menus/main_menu.tscn"
var main_menu_scene_path: String = "res://Scenes/Menus/MainMenu/main_menu.tscn"
var multiplayer_lobby_scene_path: String = "res://Scenes/Menus/multiplayer_lobby.tscn"
var singleplayer_lobby_scene_path: String = "res://Scenes/Menus/singleplayer_lobby.tscn"
var won_game_scene: PackedScene = load("res://Scenes/Menus/won_game_screen.tscn")

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@ -1,74 +0,0 @@
class_name MainMenu extends Control
@export var bg_level: Level
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
var text_input_popup_scene: PackedScene = preload("res://Scenes/Menus/text_input_popup.tscn")
var multiplayer_lobby_scene_path: String = "res://Scenes/multiplayer_lobby.tscn"
var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
func _ready() -> void:
$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = Data.player_profile.display_name
bg_level.a_star_graph_3d.make_grid()
bg_level.a_star_graph_3d.find_path()
bg_level.a_star_graph_3d.build_random_maze(50)
bg_level.a_star_graph_3d.place_random_towers(20)
bg_level.a_star_graph_3d.disable_all_tower_frames()
Game.level = bg_level
var new_wave: Dictionary = WaveManager.generate_wave(400, bg_level.enemy_pool)
for spawn: EnemySpawner in bg_level.enemy_spawns:
spawn.enemy_died_callback = enemy_died
spawn.enemy_reached_goal_callback = damage_goal
spawn.enemy_spawned.connect(increase_enemy_count)
spawn.spawn_wave(new_wave)
#these exist purely to make the enemies that spawn on the main menu happy
func enemy_died(_some_arg: Enemy) -> void:
pass
func damage_goal(_some_arg1: int, _some_arg2: int) -> void:
pass
func increase_enemy_count() -> void:
pass
func _on_display_name_edit_pressed() -> void:
var popup: TextInputPopup = text_input_popup_scene.instantiate() as TextInputPopup
popup.set_popup(Data.player_profile.display_name, "Display Name", "Confirm")
popup.completed.connect(change_profile_display_name)
add_child(popup)
func change_profile_display_name(display_name: String) -> void:
$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = display_name
Data.player_profile.set_display_name(display_name)
func _on_quit_button_pressed() -> void:
var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
popup.set_popup("Are you sure you want to quit?", "Yes", "No")
popup.completed.connect(quit_game)
add_child(popup)
func quit_game(confirmation: bool) -> void:
if confirmation:
get_tree().quit()
func _on_play_button_pressed() -> void:
Game.scene_switch_to_singleplayer_lobby()
func _on_options_button_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate()
add_child(menu)
func _on_multiplayer_button_pressed() -> void:
Game.scene_switch_to_multiplayer_lobby()
func _on_button_mouse_entered() -> void:
$AudioStreamPlayer.play()

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@ -1,50 +0,0 @@
class_name PauseMenu extends Control
signal closed()
var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("Pause"):
accept_event()
_on_resume_pressed()
func _on_resume_pressed() -> void:
closed.emit()
queue_free()
func _on_options_pressed() -> void:
var menu: OptionsMenu = options_menu_scene.instantiate()
add_child(menu)
func _on_quit_to_main_menu_pressed() -> void:
var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
popup.set_popup("Are you sure you want to quit and return to main menu?", "Yes", "No")
popup.completed.connect(return_to_menu)
add_child(popup)
func return_to_menu(confirmation: bool) -> void:
if confirmation:
Game.scene_switch_main_menu()
func _on_quit_to_desktop_pressed() -> void:
var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
popup.set_popup("Are you sure you want to quit?", "Yes", "No")
popup.completed.connect(quit_game)
add_child(popup)
func quit_game(confirmation: bool) -> void:
if confirmation:
Game.quit_to_desktop()
func _on_button_mouse_entered() -> void:
$AudioStreamPlayer.play()