game over screen and stuff
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@@ -11,7 +11,6 @@ var word_set_array
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var alphabet = ["A","B","C","D","E","F","G","H","I","J","K","L","M","N",
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"O","P","Q","R","S","T","U","V","W","X","Y","Z"]
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var comets = []
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var comet_speed = 150
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var active
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# display
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@@ -19,15 +18,21 @@ var viewport_size
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var scale_factor_x
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var scale_factor_y
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# numbers
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# difficulty
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var max_delay = 2
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var min_delay = .5
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var delay = max_delay
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var comet_speed = 250
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# numbers
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var spawn_timer = 0
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var max_character_count = 0
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# stats
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var health = 100
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var hit_count = 0.0
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var miss_count = 0.0
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var comets_processed = 0.0
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var total_comets = 0.0
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# ui init
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@@ -80,18 +85,23 @@ func _ready() -> void:
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# Runs every frame
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func _process(delta: float) -> void:
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if active:
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if health <= 0:
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game_over()
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spawn_timer += delta
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hp_label.text = "HP: " + str(health)
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miss_label.text = "X: " + str(miss_count)
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if total_comets > 0:
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var accper = (total_comets - miss_count)/(total_comets)*100
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acc_label.text = "ACC: " + str(snapped(accper, .02)) + "%"
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if spawn_timer >= delay:
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spawn_timer = 0
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spawn_word()
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func calculate_accuracy():
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var accper = (hit_count)/(comets_processed)*100
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acc_label.text = "ACC: " + str(snapped(accper, .02)) + "%"
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func spawn_word():
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var scan_commet = comet_source.instantiate()
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var comet_width = scan_commet.get_node("Sprite").sprite_frames.get_frame_texture("comet",0).get_width()
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@@ -100,24 +110,35 @@ func spawn_word():
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var offset = comet_width
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scan_commet.queue_free()
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for char in new_word:
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if char != " ":
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for chara in new_word:
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if chara != " ":
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var new_commet = comet_source.instantiate()
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total_comets += 1
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new_commet.position = Vector2(offset,-128)
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new_commet.get_node("Sprite").get_node("Label").text = char
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new_commet.get_node("Sprite").get_node("Label").text = chara
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new_commet.speed = comet_speed
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add_child(new_commet)
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comets.append(new_commet)
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offset += dist
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delay = randf_range(0.75,max_delay)
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delay = randf_range(min_delay,max_delay)
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func take_damage():
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pass
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func miss(comet):
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$Miss.play()
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health -= comet.damage
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comets_processed += 1
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miss_count += 1.0
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calculate_accuracy()
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comets.erase(comet)
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comet.queue_free()
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func game_over():
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pass
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active = false
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$BackgroundMusic.stop()
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self.get_node("OnTop").get_node("GameOver").visible = true
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$Lose.play()
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await $Lose.finished
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$Sad.play()
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func _input(event):
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if event is InputEventKey and event.pressed:
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@@ -126,6 +147,9 @@ func _input(event):
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if len(comets) > 0:
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var comet = comets[0]
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if event.as_text() == comet.get_node("Sprite").get_node("Label").text:
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comets_processed += 1
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hit_count += 1
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calculate_accuracy()
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comet.self_active = false
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var laser = Line2D.new()
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laser.default_color = Color.RED
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