Badges when you don't use cards

This commit is contained in:
blinry 2021-01-21 15:08:59 +01:00
parent e87e29a3ed
commit aed852122b
10 changed files with 278 additions and 12 deletions
scenes

View file

@ -50,7 +50,8 @@ func _process(delta):
var length = _hint_client_connection.get_u32()
var message = _hint_client_connection.get_string(length)
game.notify(message)
if game.used_cards:
$Menu/CLIBadge.active = false
func load_chapter(id):
game.current_chapter = id
@ -61,6 +62,9 @@ func load_level(level_id):
level_congrats.hide()
level_description.show()
game.current_level = level_id
game.used_cards = false
$Menu/CLIBadge.active = true
$Menu/CLIBadge.sparkling = false
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
@ -169,12 +173,14 @@ func show_win_status(win_states):
level_description.hide()
level_congrats.show()
$SuccessSound.play()
if not game.state.has("solved_levels"):
game.state["solved_levels"] = []
var slug = levels.chapters[game.current_chapter].slug + "/" + level.slug
if not slug in game.state["solved_levels"]:
game.state["solved_levels"].push_back(slug)
game.save_state()
if not game.used_cards and not slug in game.state["cli_badge"]:
game.state["cli_badge"].push_back(slug)
game.save_state()
$Menu/CLIBadge.sparkling = true
#func repopulate_levels():
# levels.reload()