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portal.gd
58 lines (49 loc) · 1.49 KB
/
portal.gd
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extends Area2D
var TypeLevel = [GlobalStats.Level_Type.NORMAL,GlobalStats.Level_Type.HELL, GlobalStats.Level_Type.HEAVEN]
export (Color) var HellPortalColor
export (Color) var HeavenPortalColor
export (Color) var NormalPortalColor
onready var sprite = $sprite
onready var light = $Sprite2
export (float, 0, 100) var Chance_To_Spawn = 10
var chance
var rng_spawn
var i
func _ready():
chance = 1-(Chance_To_Spawn/100)
rng_spawn = randf()
if rng_spawn >= chance:
match GlobalStats.level_type:
GlobalStats.Level_Type.HELL,GlobalStats.Level_Type.HEAVEN:
i=0
_:
i = randi() % 2
while i == GlobalStats.level_type:
i = randi()%3
match i:
GlobalStats.Level_Type.NORMAL:
sprite.modulate=NormalPortalColor
light.self_modulate=NormalPortalColor
GlobalStats.Level_Type.HELL:
sprite.modulate=HellPortalColor
light.self_modulate=HellPortalColor
GlobalStats.Level_Type.HEAVEN:
sprite.modulate=HeavenPortalColor
light.self_modulate=HeavenPortalColor
else:
call_deferred("queue_free")
#$Lava.texture= load(listTexture[i])
func _process(delta):
pass
func _on_Area2D_body_entered(body):
if body.is_in_group("player"):
match i:
GlobalStats.Level_Type.NORMAL:
Fader.colorrect.color=NormalPortalColor
GlobalStats.Level_Type.HELL:
Fader.colorrect.color=HellPortalColor
GlobalStats.Level_Type.HEAVEN:
Fader.colorrect.color=HeavenPortalColor
Fader.fadein()
GlobalStats.set_level_type(TypeLevel[i])
get_tree().reload_current_scene()