Our first task is to fix a bug with our menu system. Pressing the “Start” button launches a new game, but as the screen is moving off, it can be pressed again. Try “spamming” the start button - disaster ensues!
We can fix this by disabling the buttons while the screen transition is happening. Since we put all the buttons in a “buttons” group, we can easily do this with
Here’s the updated
extends CanvasLayer onready var tween = $Tween func appear(): get_tree().call_group("buttons", "set_disabled", false) tween.interpolate_property(self, "offset:x", 500, 0, 0.5, Tween.TRANS_BACK, Tween.EASE_IN_OUT) tween.start() func disappear(): get_tree().call_group("buttons", "set_disabled", true) tween.interpolate_property(self, "offset:x", 0, 500, 0.5, Tween.TRANS_BACK, Tween.EASE_IN_OUT) tween.start()
As our score increases, we’ll want the game’s difficulty to increase as well. This means that when we get points, we’ll need to check if we’ve passed a certain threshold (
circles_per_level). We may also have other things that give us points besides jumping on a circle. To make this easier to handle, we’ll give our score variable a
setget method in the main script:
var score = 0 setget set_score var level = 0
And update the
new_game() to use that method:
func new_game(): self.score = 0 level = 1
Do the same with the score change in
_on_Jumper_captured(), and we’ll move the HUD update into our new
func _on_Jumper_captured(object): $Camera2D.position = object.position object.capture(player) call_deferred("spawn_circle") self.score += 1 func set_score(value): score = value $HUD.update_score(score) if score > 0 and score % settings.circles_per_level == 0: level += 1 $HUD.show_message("Level %s" % str(level))
Try the game and you should see a “Level 2” message on the screen when you reach five points.
Part of the level progression is going to be increased difficulty. One way we’ll do that is by making some circles move. We already have multiple circle types (static and limited), but either of those should be capable of moving, so this won’t be a new circle type. Instead, it will be a property that any circle can have.
Open up the
Circle scene and add a
Tween node called “MoveTween”. Add this to the top of the circle script:
onready var move_tween = $MoveTween var move_range = 100 # Distance the circle moves. var move_speed = 1.0 # The circle's movement speed.
0, we’ll have a non-moving circle. We’ll make the default
100 here so that we can test it out.
To handle the movement, we’ll start the
MoveTween. When it ends, we’ll start it again in the opposite direction, using the
This is the code to start the movement. Connect the
tween_completed signal to this function:
func set_tween(object=null, key=null): if move_range == 0: return move_range *= -1 move_tween.interpolate_property(self, "position:x", position.x, position.x + move_range, move_speed, Tween.TRANS_QUAD, Tween.EASE_IN_OUT) move_tween.start()
Finally, we’ll add
set_tween() to the end of the
init() function and we can try it out.