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Main.gd
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extends Node
const cat_scene = preload("res://objs/Cat.tscn")
var curr_level = 0
var curr_lvl_obj
var current_level_tile_list
func init_level(curr_level_scene):
curr_lvl_obj = curr_level_scene.instance()
add_child(curr_lvl_obj)
# cat.position = start_pos
current_level_tile_list = curr_lvl_obj.get_node("TileSpawner").get_children()
var temp_list = []
for X in current_level_tile_list:
if X.get_class() != "Sprite":
temp_list.append(X)
current_level_tile_list = temp_list
func load_next_level():
curr_level = curr_level + 1
load_level()
func load_level():
# var arr = get_tree().get_root().get_node("Main").get_children()
# for i in arr:
# print(i.get_name())
remove_child(curr_lvl_obj)
var level_num = curr_level
if level_num == 0:
init_level(preload("res://levels/level0.tscn"))
if level_num == 1:
init_level(preload("res://levels/level1.tscn"))
if level_num == 2:
init_level(preload("res://levels/level2.tscn"))
if level_num == 3:
init_level(preload("res://levels/level3.tscn"))
func _ready():
# init_cat()
var curr_level_scene = preload("res://levels/level0.tscn")
init_level(curr_level_scene)
# curr_lvl_obj = curr_level_scene.instance()
# add_child(curr_lvl_obj)
func _process(delta):
if curr_lvl_obj.get_node("Cat").position.y -200 > get_viewport().get_visible_rect().end.y:
load_level()
if Input.is_key_pressed(KEY_R):
load_level()
# get_tree().reload_current_scene()