make Game.gd not rely on autoload/global
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@ -9,18 +9,20 @@ class_name GameEndScreen extends PanelContainer
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@export var total_losses_label: Label
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@export var undefeated_enemies: VBoxContainer
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var game_manager: GameManager
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func _ready() -> void:
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winrate_label.text = "Your 20-game winrate is now: " + str(Data.save_data.winrate) + "%!"
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total_games_label.text = "Total games: " + str(Data.save_data.wins + Data.save_data.losses)
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total_wins_label.text = "Total wins: " + str(Data.save_data.wins)
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total_losses_label.text = "Total losses: " + str(Data.save_data.losses)
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for wave_key: int in Game.stats.enemies_undefeated:
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for wave_key: int in game_manager.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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for enemy_key: Enemy in game_manager.stats.enemies_undefeated[wave_key]:
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spawned_box.add_enemy_tag(enemy_key, game_manager.stats.enemies_undefeated[wave_key][enemy_key])
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func set_outcome_message(message: String) -> void:
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@ -28,15 +30,15 @@ func set_outcome_message(message: String) -> void:
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func _on_quit_button_pressed() -> void:
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Game.scene_switch_main_menu()
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game_manager.scene_switch_main_menu()
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queue_free()
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func _on_play_button_pressed() -> void:
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if Game.gamemode.daily == false and !Game.gamemode.seeded:
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Game.gamemode.rng_seed = randi()
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Game.setup()
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Game.start()
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if game_manager.gamemode.daily == false and !game_manager.gamemode.seeded:
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game_manager.gamemode.rng_seed = randi()
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game_manager.setup()
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game_manager.start()
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queue_free()
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