- implementing biom change
- fixing typo in "highscore"
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parent
520a5db2c6
commit
431fb8220e
24 changed files with 242 additions and 105 deletions
51
scenes/ground/spawner/ground_spawner.gd
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51
scenes/ground/spawner/ground_spawner.gd
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extends Node2D
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var texture_new_sprite : Texture
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var biom_n = preload("res://assets/Ground/n.png")
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var biom_n_w = preload("res://assets/Ground/n_w.png")
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var biom_w_n = preload("res://assets/Ground/w_n.png")
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var biom_w = preload("res://assets/Ground/w.png")
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var active_biom = "n"
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var passed
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func probability(prozent):
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return randf() > 1-(0.01*20) # 20% warscheinlichkeit um biom zu tauschen
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func handle_biom_change():
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if active_biom == "n":
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if probability(20):
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active_biom = "n_w"
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elif active_biom == "n_w":
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active_biom = "w"
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elif active_biom == "w":
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active_biom = "w_n"
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elif active_biom == "w_n":
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active_biom = "n"
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set_biom_texture()
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func set_biom_texture():
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#print("activebiom_s: " + active_biom)
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if active_biom == "w":
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texture_new_sprite = biom_w
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elif active_biom == "n":
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texture_new_sprite = biom_n
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elif active_biom == "w_n":
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texture_new_sprite = biom_w_n
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elif active_biom == "n_w":
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texture_new_sprite = biom_n_w
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func _spawn(last_x_position) -> void:
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var new_ground = preload("res://scenes/ground/ground.tscn").instantiate()
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new_ground.texture = texture_new_sprite
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new_ground.global_position.x = last_x_position+400
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add_child(new_ground)
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new_ground.connect("screen_entered",_on_ground_sprite_screen_entered)
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func _on_ground_sprite_screen_entered() -> void:
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handle_biom_change()
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_spawn(get_child(0).position.x)
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