Merged and updated level2
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commit
c7d42e09ce
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://roger-roger/bush2.png" type="Texture" id=1]
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[ext_resource path="res://assets/bush2.png" type="Texture" id=1]
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[node name="Bush1" type="Node2D"]
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[node name="Bush1" type="Node2D"]
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position = Vector2( -527, 252 )
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position = Vector2( -527, 252 )
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://roger-roger/bush1.png" type="Texture" id=1]
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[ext_resource path="res://assets/bush1.png" type="Texture" id=1]
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[node name="Bush2" type="Node2D"]
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[node name="Bush2" type="Node2D"]
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@ -5,7 +5,7 @@ var level_path := "res://scenes/level{num}.tscn"
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var level1 = preload("res://scenes/level1.tscn")
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var level1 = preload("res://scenes/level1.tscn")
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var current_level_num = 1
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var current_level_num = 1
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var current_level : Node
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var current_level : Node
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var max_levels = 3
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var max_levels := 3
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var level_win := false
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var level_win := false
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onready var end_timer := $EndTimer
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onready var end_timer := $EndTimer
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@ -18,7 +18,10 @@ func _ready() -> void:
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func _on_level_complete(is_win: bool) -> void:
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func _on_level_complete(is_win: bool) -> void:
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print('Level complete')
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print('Level complete')
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level_win = is_win
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level_win = is_win
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end_timer.start(2)
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if current_level_num == max_levels:
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end_timer.start(3.5)
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else:
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end_timer.start(2)
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func _on_EndTimer_timeout() -> void:
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func _on_EndTimer_timeout() -> void:
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