Add level progression and UI updates; implement death screen and marketplace features

This commit is contained in:
2025-05-16 16:42:48 +02:00
parent 760ea15be1
commit f39cf573c0
16 changed files with 212 additions and 24 deletions

View File

@@ -31,4 +31,9 @@ func on_exit_area_body_entered(_body: Node2D) -> void:
return
exit_triggered.emit()
gm.unlock_level(gm.player_state["current_level"] + 1)
call_deferred("go_to_next_level")
func go_to_next_level() -> void:
gm.try_to_go_to_next_level()

View File

@@ -126,8 +126,10 @@ func unlock_level(level_index: int) -> void:
func try_to_go_to_next_level() -> void:
if player_state["current_level"] + 1 < level_scenes.size() and player_state["current_level"] + 1 in player_state["unlocked_levels"]:
var next_level = player_state["current_level"] + 1
if next_level < level_scenes.size() and next_level in player_state["unlocked_levels"]:
player_state["current_level"] += 1
get_tree().change_scene_to_packed(level_scenes[next_level])
func quit_game() -> void:
@@ -139,4 +141,4 @@ func pause_game() -> void:
func resume_game() -> void:
Engine.time_scale = 1
Engine.time_scale = 1

View File

@@ -51,7 +51,7 @@ func apply_unlocked_skills() -> void:
for skill_data in available_skills:
if gm.is_skill_unlocked(skill_data.name):
print("Applying skill: ", skill_data.name)
add_skill(skill_data)
call_deferred("add_skill", skill_data)
else:
remove_skill(skill_data.name)

View File

@@ -59,4 +59,4 @@ func on_timeout() -> void:
if gm.get_lives() == 0:
return
get_tree().reload_current_scene()
get_tree().reload_current_scene()

View File

@@ -21,7 +21,7 @@ func _ready() -> void:
var skills_to_unlock: Array[SkillData] = []
for skill in skill_data:
if skill in game_manager.player_state['unlocked_skills']:
if skill.name in game_manager.player_state['unlocked_skills']:
continue
skills_to_unlock.append(skill)
@@ -43,9 +43,13 @@ func _input(event: InputEvent) -> void:
buttons[0].grab_focus()
func get_button_text(skill: SkillData) -> String:
return skill.name + " " + str(skill.cost)
func create_upgrade_button(skill: SkillData):
var button := marketplace_button.instantiate() as Button
button.text = skill.name + " " + str(skill.cost)
button.text = get_button_text(skill)
button.icon = skill.icon
button.pressed.connect(func () -> void: _on_button_pressed(skill))
@@ -57,7 +61,7 @@ func create_upgrade_button(skill: SkillData):
func remove_button(skill: SkillData):
for child in grid.get_children():
if child.text == skill.name + str(skill.cost):
if child.text == get_button_text(skill):
child.queue_free()
break