BING CHILLING FINALE FINALE COPY v2 4 real on god
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@ -13,6 +13,7 @@ var currentCost : float = 0
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var currentStateIcon : Texture2D = null
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var currentStateIcon : Texture2D = null
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var allSpawnedMonsters : Dictionary = {}
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var allSpawnedMonsters : Dictionary = {}
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var currentSpawnedMonsters : Array = []
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var currentSpawnedMonsters : Array = []
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var maxBludGen : float = 0
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@onready var menuZone : Control = $Camera2D/CanvasLayer/PlayerUI/MenuZone
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@onready var menuZone : Control = $Camera2D/CanvasLayer/PlayerUI/MenuZone
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@onready var playerUI : Control = $Camera2D/CanvasLayer/PlayerUI
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@onready var playerUI : Control = $Camera2D/CanvasLayer/PlayerUI
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@onready var enemy : Fabio = $"../Enemy"
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@onready var enemy : Fabio = $"../Enemy"
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@ -48,6 +49,8 @@ func add_monster(monster : TemplateSpawnable):
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currentSpawnedMonsters.append(monster)
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currentSpawnedMonsters.append(monster)
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currentBludGen += monster.BludGen
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currentBludGen += monster.BludGen
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if currentBludGen > maxBludGen:
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maxBludGen = currentBludGen
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playerUI.set_blud_gen(currentBludGen)
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playerUI.set_blud_gen(currentBludGen)
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if !allSpawnedMonsters.has(monster.monsterName):
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if !allSpawnedMonsters.has(monster.monsterName):
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@ -784,6 +784,23 @@ texture = ExtResource("6_vbucy")
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expand_mode = 3
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expand_mode = 3
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stretch_mode = 5
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stretch_mode = 5
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[node name="MaxBludGen" type="HBoxContainer" parent="TotalArmyComp/Separation"]
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layout_mode = 2
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size_flags_vertical = 3
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size_flags_stretch_ratio = 0.25
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[node name="BludGenLabel" type="Label" parent="TotalArmyComp/Separation/MaxBludGen"]
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layout_mode = 2
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size_flags_horizontal = 3
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theme = ExtResource("4_br77t")
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text = "Max Blood Gen: "
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[node name="MaxBludGen" type="Label" parent="TotalArmyComp/Separation/MaxBludGen"]
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layout_mode = 2
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size_flags_horizontal = 3
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theme = ExtResource("4_br77t")
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text = "0/s"
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[node name="AmtKill" type="Label" parent="."]
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[node name="AmtKill" type="Label" parent="."]
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layout_mode = 0
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layout_mode = 0
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offset_left = 144.0
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offset_left = 144.0
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@ -8,6 +8,7 @@ var is_win: bool = true
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var army: Dictionary = {}
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var army: Dictionary = {}
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var totalBlud: float = 0
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var totalBlud: float = 0
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var remainingTime: String = "0"
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var remainingTime: String = "0"
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var maxBludGen = 0
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func _ready():
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func _ready():
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if is_win:
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if is_win:
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@ -34,6 +35,7 @@ func _ready():
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$TotalArmyComp/Separation/ArmyTotals/Necromancers/AmtNecromancer.text = "0" if !army.has("Necromancer") else str(army["Necromancer"])
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$TotalArmyComp/Separation/ArmyTotals/Necromancers/AmtNecromancer.text = "0" if !army.has("Necromancer") else str(army["Necromancer"])
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$"TotalArmyComp/Separation/ArmyTotals/Pit Fiends/AmtPitFiend".text = "0" if !army.has("Pit Fiend") else str(army["Pit Fiend"])
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$"TotalArmyComp/Separation/ArmyTotals/Pit Fiends/AmtPitFiend".text = "0" if !army.has("Pit Fiend") else str(army["Pit Fiend"])
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$TotalArmyComp/Separation/TotalBludGen/AmtBlud.text = str(floor(totalBlud))
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$TotalArmyComp/Separation/TotalBludGen/AmtBlud.text = str(floor(totalBlud))
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$TotalArmyComp/Separation/MaxBludGen/MaxBludGen.text = str(maxBludGen) + "/s"
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func _on_quit_pressed():
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func _on_quit_pressed():
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get_tree().quit()
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get_tree().quit()
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@ -28,6 +28,7 @@ func win_screen():
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end.level = enemy.level
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end.level = enemy.level
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end.exp = enemy.experience
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end.exp = enemy.experience
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end.message = "The holy knight Fabio is defeated, Evil has won and your magic staff is safe."
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end.message = "The holy knight Fabio is defeated, Evil has won and your magic staff is safe."
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end.maxBludGen = player.maxBludGen
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self.queue_free()
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self.queue_free()
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get_tree().root.add_child(end)
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get_tree().root.add_child(end)
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@ -41,6 +42,7 @@ func lose_screen():
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end.exp = enemy.experience
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end.exp = enemy.experience
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end.is_win = false
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end.is_win = false
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end.message = "The holy knight Fabio destroyed you army of evil and left with your magic staff..."
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end.message = "The holy knight Fabio destroyed you army of evil and left with your magic staff..."
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end.maxBludGen = player.maxBludGen
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self.queue_free()
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self.queue_free()
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get_tree().root.add_child(end)
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get_tree().root.add_child(end)
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