Added victory screen

This commit is contained in:
2025-12-15 23:41:40 +03:00
parent 7de4e92fed
commit a84c391145
6 changed files with 107 additions and 6 deletions
+30 -4
View File
@@ -18,24 +18,26 @@ var _current_area_map_scene : AreaMap
@onready var pause_screen : Control = $PauseScreen
@onready var game_over_screen : Control = $GameOverScreen
@onready var victory_screen : Control = $VictoryScreen
@onready var world_generator : WorldGenerator = $WorldGenerator
func _ready() -> void:
pause_screen.hide()
victory_screen.hide()
game_over_screen.hide()
start_game(SaveManager.game_data)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause"):
var is_game_over := victory_screen.visible or game_over_screen.visible
if event.is_action_pressed("pause") and not is_game_over:
pause_screen.show()
get_tree().paused = true
func start_game(game_data: GameData) -> void:
if not _fill_data(game_data):
print("Can't process game data")
_show_main_menu()
@@ -56,6 +58,10 @@ func _initialize_new_game() -> void:
func _fill_data(game_data: GameData) -> bool:
data = world_generator.generate(game_data.game_seed.hash())
return _set_currents(game_data)
func _set_currents(game_data: GameData) -> bool:
if game_data.current_area_index >= data.areas.size(): return false
current_area = data.areas[game_data.current_area_index]
@@ -68,6 +74,22 @@ func _fill_data(game_data: GameData) -> bool:
return true
func _process_to_next_area() -> void:
SaveManager.game_data.current_area_index += 1
SaveManager.game_data.current_stage_index = 0
SaveManager.game_data.current_sector_index = 0
print(SaveManager.game_data.current_area_index)
if SaveManager.game_data.current_area_index >= data.areas.size():
SaveManager.delete_game_data()
victory_screen.show()
else:
SaveManager.save()
_set_currents(SaveManager.game_data)
_create_game_map()
func _create_game_map() -> void:
if _current_area_map_scene != null: _current_area_map_scene.queue_free()
@@ -121,13 +143,17 @@ func _on_passage_player_died() -> void:
func _on_passage_completion() -> void:
_current_passage_scene.queue_free()
var projectiles := get_tree().get_nodes_in_group("projectiles")
for projectile in projectiles:
projectile.queue_free()
current_sector = current_passage.next_sector
_update_data_indexes()
_show_map()
if current_sector.next_passages.size() == 0:
_process_to_next_area()
else:
_update_data_indexes()
_show_map()
func _update_data_indexes() -> void: