Add level progression and UI updates; implement death screen and marketplace features
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@@ -31,4 +31,9 @@ func on_exit_area_body_entered(_body: Node2D) -> void:
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return
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exit_triggered.emit()
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gm.unlock_level(gm.player_state["current_level"] + 1)
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call_deferred("go_to_next_level")
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func go_to_next_level() -> void:
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gm.try_to_go_to_next_level()
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@@ -126,8 +126,10 @@ func unlock_level(level_index: int) -> void:
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func try_to_go_to_next_level() -> void:
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if player_state["current_level"] + 1 < level_scenes.size() and player_state["current_level"] + 1 in player_state["unlocked_levels"]:
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var next_level = player_state["current_level"] + 1
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if next_level < level_scenes.size() and next_level in player_state["unlocked_levels"]:
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player_state["current_level"] += 1
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get_tree().change_scene_to_packed(level_scenes[next_level])
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func quit_game() -> void:
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@@ -139,4 +141,4 @@ func pause_game() -> void:
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func resume_game() -> void:
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Engine.time_scale = 1
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Engine.time_scale = 1
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@@ -51,7 +51,7 @@ func apply_unlocked_skills() -> void:
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for skill_data in available_skills:
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if gm.is_skill_unlocked(skill_data.name):
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print("Applying skill: ", skill_data.name)
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add_skill(skill_data)
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call_deferred("add_skill", skill_data)
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else:
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remove_skill(skill_data.name)
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@@ -59,4 +59,4 @@ func on_timeout() -> void:
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if gm.get_lives() == 0:
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return
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get_tree().reload_current_scene()
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get_tree().reload_current_scene()
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@@ -21,7 +21,7 @@ func _ready() -> void:
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var skills_to_unlock: Array[SkillData] = []
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for skill in skill_data:
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if skill in game_manager.player_state['unlocked_skills']:
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if skill.name in game_manager.player_state['unlocked_skills']:
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continue
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skills_to_unlock.append(skill)
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@@ -43,9 +43,13 @@ func _input(event: InputEvent) -> void:
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buttons[0].grab_focus()
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func get_button_text(skill: SkillData) -> String:
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return skill.name + " " + str(skill.cost)
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func create_upgrade_button(skill: SkillData):
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var button := marketplace_button.instantiate() as Button
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button.text = skill.name + " " + str(skill.cost)
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button.text = get_button_text(skill)
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button.icon = skill.icon
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button.pressed.connect(func () -> void: _on_button_pressed(skill))
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@@ -57,7 +61,7 @@ func create_upgrade_button(skill: SkillData):
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func remove_button(skill: SkillData):
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for child in grid.get_children():
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if child.text == skill.name + str(skill.cost):
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if child.text == get_button_text(skill):
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child.queue_free()
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break
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