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https://github.com/git-learning-game/oh-my-git.git
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Show the current state of the badge in a level, instead of the future one
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parent
21f55fd705
commit
94462e9123
3 changed files with 23 additions and 6 deletions
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@ -2,6 +2,7 @@ extends TextureRect
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export var active = true setget _set_active
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export var sparkling = true setget _set_sparkling
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export var impossible = false setget _set_impossible
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func _ready():
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@ -10,12 +11,16 @@ func _ready():
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func _set_active(new_active):
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active = new_active
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if active:
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self.modulate = Color(1, 1, 1)
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self.self_modulate = Color(1, 1, 1)
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else:
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self.modulate = Color(0.2, 0.2, 0.2)
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self.self_modulate = Color(0.2, 0.2, 0.2)
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sparkling = false
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func _set_sparkling(new_sparkling):
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sparkling = new_sparkling
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if $Particles2D:
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$Particles2D.emitting = sparkling
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func _set_impossible(new_impossible):
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impossible = new_impossible
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$Nope.visible = impossible
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@ -43,3 +43,11 @@ z_index = 1
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amount = 3
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randomness = 0.34
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process_material = SubResource( 3 )
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[node name="Nope" type="Line2D" parent="."]
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visible = false
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position = Vector2( 22.4111, 18.7121 )
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scale = Vector2( 1.32773, 1.32773 )
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points = PoolVector2Array( -16.448, 11.5553, 16.0161, -12.8519 )
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width = 5.0
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default_color = Color( 0.0705882, 0.0705882, 0.0705882, 1 )
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@ -50,8 +50,8 @@ func _process(delta):
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var length = _hint_client_connection.get_u32()
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var message = _hint_client_connection.get_string(length)
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game.notify(message)
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if game.used_cards:
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$Menu/CLIBadge.active = false
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# if game.used_cards:
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# $Menu/CLIBadge.impossible = true
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# Magic height number to fix a weird rescaling bug that affected
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# the Rows height.
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@ -67,8 +67,6 @@ func load_level(level_id):
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level_description.show()
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game.current_level = level_id
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game.used_cards = false
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$Menu/CLIBadge.active = true
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$Menu/CLIBadge.sparkling = false
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AudioServer.set_bus_mute(AudioServer.get_bus_index("SFX"), true)
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@ -78,6 +76,11 @@ func load_level(level_id):
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level_description.bbcode_text = level.description[0]
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level_congrats.bbcode_text = level.congrats
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level_name.text = level.title
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var slug = levels.chapters[game.current_chapter].slug + "/" + level.slug
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$Menu/CLIBadge.active = slug in game.state["cli_badge"]
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$Menu/CLIBadge.sparkling = false
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#if levels.chapters[game.current_chapter].levels[game.current_level].cards.size() == 0:
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# cards.redraw_all_cards()
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#else:
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@ -184,6 +187,7 @@ func show_win_status(win_states):
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if not game.used_cards and not slug in game.state["cli_badge"]:
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game.state["cli_badge"].push_back(slug)
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game.save_state()
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$Menu/CLIBadge.active = true
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$Menu/CLIBadge.sparkling = true
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#func repopulate_levels():
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