Add high scores level with specific settings, new resources for images and textures, update project configuration to include HighScoreMgr, and define style boxes for game theme.
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22 changed files with 821 additions and 12 deletions
19
scenes/scripts/high_scores.gd
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19
scenes/scripts/high_scores.gd
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@ -0,0 +1,19 @@
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extends Level
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class_name HighScoresScreen
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func _ready():
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update_game_state()
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%BeeDeathLabel.text = Str.format_number(HighScoreMgr.loaded_data.total_bees_killed)
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%HoneyCountLabel.text = Str.format_number(HighScoreMgr.loaded_data.total_honey_collected)
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%LevelOneScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_1_score)
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%LevelTwoScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_2_score)
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%LevelThreeScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_3_score)
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%LevelFourScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_4_score)
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%LevelFiveScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_5_score)
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%LevelSixScoreLabel.text = Str.format_number(HighScoreMgr.loaded_data.level_6_score)
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%MainMenuButton.connect("pressed", Callable(self, "on_main_menu_button_pressed"))
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func on_main_menu_button_pressed():
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SceneMgr.load_scene("MAINMENU")
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@ -39,6 +39,7 @@ func _on_item_menu_pressed(id):
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func on_high_scores_pressed():
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## Load the high scores screen
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Log.pr("High scores button pressed")
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SceneMgr.load_scene("HIGHSCORES")
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pass
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func on_exit_pressed():
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@ -3,7 +3,7 @@ class_name SceneManager
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const SCENES : Dictionary = {
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"MAINMENU" : "res://scenes/main_menu.tscn",
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"HIGHSCORES" : "res://scenes/highscores.tscn",
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"HIGHSCORES" : "res://scenes/high_scores.tscn",
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"LEVEL1" : "res://levels/level_1.tscn",
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"LEVEL2" : "res://levels/level_2.tscn",
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"LEVEL3" : "res://levels/level_3.tscn",
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@ -15,6 +15,12 @@ const SCENES : Dictionary = {
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var loading_scene_res : Resource = null
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func _ready():
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## LOAD GAME DATA
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HighScoreMgr.load()
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HighScoreMgr.debug_output()
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# HighScoreMgr.debug_save_high_score()
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Log.pr("SceneManager is ready.")
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SceneMgr.connect("change_scene", Callable(self, "_on_change_scene"))
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$TransitionScene.connect("transitioned", Callable(self, "_on_transition_scene_transitioned"))
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