Added random seed and ability to enter a seed. Also added a simple/small tutorial screen and unified the UI with UIStyle.cs
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@@ -29,6 +29,7 @@ public partial class UIHandler : Control
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private bool receivedRobotJumpSignal = false;
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public override void _Ready()
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{
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UIStyle.Apply(this);
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robotList.OnRobotJumpTo += OnRobotJumpTo;
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}
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@@ -177,6 +178,10 @@ public partial class UIHandler : Control
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waterLabel.Text = $"Water: {GameData.survival.thirst:0}/{GameData.survival.maxThirst:0}";
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hungerLabel.Text = $"Food: {GameData.survival.hunger:0}/{GameData.survival.maxHunger:0}";
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survivalStatus.Text = GameData.survival.currentStatus;
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survivalStatus.Modulate = GameData.survival.currentStatus.Contains("critical")
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? UIStyle.GetWarningColor()
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: Colors.White;
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if (GameData.survival.isDead)
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{
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ShowGameOver();
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@@ -185,13 +190,14 @@ public partial class UIHandler : Control
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private void DisplayWorldStats()
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{
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currentLayer.Text = $"Current layer: {GameData.currentLayer}/{GameData.ruinSize}";
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deepestLayer.Text = $"Deepest layer: {GameData.lowestLayer}";
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if(GameData.lowestLayer == GameData.ruinSize){
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currentLayer.Text = $"Layer: {GameData.currentLayer + 1}/{GameData.ruinSize}";
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deepestLayer.Text = $"Gate depth: {GameData.lowestLayer}";
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if (GameData.lowestLayer == GameData.ruinSize)
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{
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unlockLayer.Visible = false;
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return;
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}
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unlockLayer.TooltipText = "Needed items: \r" + GameData.map[GameData.lowestLayer].DisplayGateIngredients();
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unlockLayer.TooltipText = "Gate requirements:\r" + GameData.map[GameData.lowestLayer].DisplayGateIngredients();
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unlockLayer.Disabled = !GameData.inventory.CanCraft(GameData.map[GameData.lowestLayer].gateIngredients, 1);
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}
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@@ -213,8 +219,8 @@ public partial class UIHandler : Control
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public void ShowGameOver()
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{
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if(gameOver.Visible) return;
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gameOver.GetNode<RichTextLabel>("./VBoxContainer/Content").Text = $"[font_size=32]You died! \r Reason: {GameData.survival.deathReason} \r Better luck next time \r";
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if (gameOver.Visible) return;
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gameOver.GetNode<RichTextLabel>("./VBoxContainer/Content").Text = $"[font_size=32]You died!\rReason: {GameData.survival.deathReason}\rBetter luck next time.\r";
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gameOver.Show();
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}
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