make Game.gd not rely on autoload/global
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12
PCs/hud.gd
12
PCs/hud.gd
@ -12,7 +12,6 @@ var last_lives_count: int = 120
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@export var minimap_viewport: SubViewport
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@export var fps_label: Label
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@export var hover_text: RichTextLabel
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var minimap_anchor: Node3D
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var enemy_names: Array[String]
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@export var enemy_sprites: Array[TextureRect]
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@export var enemy_counts: Array[Label]
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@ -25,6 +24,7 @@ var enemy_names: Array[String]
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@export var enemy_card_scene: PackedScene
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@export var new_energy_bar: EnergyBar
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var map_anchor: Node3D
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var audio_guard: bool = false
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var cards: Array[EnemyCardUI] = []
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@ -131,7 +131,7 @@ func set_upcoming_wave(value: Dictionary) -> void:
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var wave: Dictionary = {}
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for key: String in value:
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var new_enemy: Enemy
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for enemy: Enemy in Data.enemies:
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for enemy: Enemy in player.game_manager.level.enemy_pool:
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if enemy.title == key:
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new_enemy = enemy
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wave[new_enemy] = value[key]
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@ -169,8 +169,8 @@ func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
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audio_guard = false
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func maximise_minimap(anchor: Node3D) -> void:
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minimap_cam.anchor = anchor
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func maximise_minimap() -> void:
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minimap_cam.anchor = map_anchor
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minimap.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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minimap.offset_bottom = -40
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minimap.offset_top = 40
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@ -182,8 +182,8 @@ func maximise_minimap(anchor: Node3D) -> void:
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currency_count.set_visible(false)
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func minimize_minimap(anchor: Node3D) -> void:
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minimap_cam.anchor = anchor
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func minimize_minimap() -> void:
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minimap_cam.anchor = player
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minimap.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
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minimap.offset_right = -40
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minimap.offset_top = 40
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