Infinite mode
parent
cbdf446e73
commit
c3b220b440
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@ -21,6 +21,7 @@ Short and noob friendly bullet hell for [GBJAM 8](https://itch.io/jam/gbjam-8)
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* Enemies will drop 2 types of power ups:
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* Enemies will drop 2 types of power ups:
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* Double - shoots 2 lasers with the same power and slightly faster cooldown
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* Double - shoots 2 lasers with the same power and slightly faster cooldown
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* Fast - shoots 1 laser without cooldown but significantly less damage than the standard laser
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* Fast - shoots 1 laser without cooldown but significantly less damage than the standard laser
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* The Infinite mode is the same except there is no time limit! All the above rules are still applied
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## Credits :
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## Credits :
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@ -82,6 +82,18 @@ __meta__ = {
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"_edit_use_anchors_": false
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"_edit_use_anchors_": false
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}
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}
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[node name="infinite" type="Label" parent="layer/menu"]
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margin_left = 8.0
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margin_top = 40.0
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margin_right = 56.0
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margin_bottom = 50.0
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custom_fonts/font = ExtResource( 3 )
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text = "Infinite"
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uppercase = true
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="caret" type="TextureRect" parent="layer/menu"]
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[node name="caret" type="TextureRect" parent="layer/menu"]
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margin_top = 8.0
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margin_top = 8.0
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margin_right = 8.0
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margin_right = 8.0
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@ -5,7 +5,7 @@ var index = 0
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var spacing = 16
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var spacing = 16
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var start_position = 8
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var start_position = 8
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var menu_items = 0
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var menu_items = 0
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var positions = [ 8, 24 ]
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var positions = [ 8, 24, 40 ]
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var highscores_screen = load("ui/hiscores/hiscores.tscn")
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var highscores_screen = load("ui/hiscores/hiscores.tscn")
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var game_screen = load("levels/demo.tscn")
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var game_screen = load("levels/demo.tscn")
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@ -44,6 +44,12 @@ func start():
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get_node("../../").queue_free()
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get_node("../../").queue_free()
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get_tree().get_root().add_child(game_screen)
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get_tree().get_root().add_child(game_screen)
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func infinite():
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get_node("../../").queue_free()
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get_tree().get_root().add_child(game_screen)
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get_tree().get_root().get_node("level").get_node("hud").timer.stop()
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get_tree().get_root().get_node("level").get_node("hud").get_node("layer").get_node("timer_label").hide() # Oh boy...there is a better way of doing this _I know it_
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func highscores():
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func highscores():
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get_node("../../").queue_free()
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get_node("../../").queue_free()
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get_tree().get_root().add_child(highscores_screen)
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get_tree().get_root().add_child(highscores_screen)
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