Turn dev mode into sandbox menu
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68985316e5
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c325501999
19 changed files with 651 additions and 54 deletions
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@ -224,20 +224,24 @@ func _process(delta: float) -> bool:
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return _fail("killing the whole wave did not bring the quiet back")
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print("the wave died and the quiet came back")
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# --- G. the dev button ---------------------------------------
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var dev_button: Control = scene.get_node("UI/DevWaveButton")
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# --- G. the dev menu keeps the immediate wave tool -----------
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var dev_button: Control = scene.get_node("UI/DevMenuButton")
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var dev_menu: Control = scene.get_node("UI/DevMenu")
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game_state.dev_mode = false
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dev_button._process(0.0)
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if dev_button.visible:
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return _fail("the dev wave button is offered in a normal game")
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return _fail("the dev menu button is offered in a normal game")
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game_state.dev_mode = true
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dev_button._process(0.0)
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if not dev_button.visible:
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return _fail("the dev wave button is hidden in dev mode")
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var number_before: int = game_state.wave_number
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return _fail("the dev menu button is hidden in dev mode")
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dev_button.button.pressed.emit()
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if not dev_menu.visible:
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return _fail("the dev button did not open the dev menu")
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var number_before: int = game_state.wave_number
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dev_menu.wave_button.pressed.emit()
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if game_state.wave_phase != GameState.WAVE_PHASE_ACTIVE:
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return _fail("the button left the wave in \"%s\"" % game_state.wave_phase)
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return _fail("the menu's wave tool left the wave in \"%s\"" % game_state.wave_phase)
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if not game_state.wave_pending:
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return _fail("the button turned the wave active without owing it to anyone")
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if game_state.wave_number != number_before + 1:
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@ -249,7 +253,7 @@ func _process(delta: float) -> bool:
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spawner._process(0.0)
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if _enemy_count() <= 0:
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return _fail("the forced wave produced no enemies")
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print("dev button: wave %d on the board at once, %d enemies" \
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print("dev menu: wave %d on the board at once, %d enemies" \
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% [game_state.wave_number, _enemy_count()])
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game_state.dev_mode = false
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