Add final progression to tiny sword, fixes and tweeks required

This commit is contained in:
2026-05-15 00:47:38 +02:00
parent 66666defcb
commit 738381a16b
43 changed files with 1127 additions and 339 deletions

View File

@@ -1,20 +1,26 @@
extends Node2D
const PRESTIGE_GOAL_ID: StringName = &"gold_350k_wood_20k"
@onready var _prestige_panel: PrestigePanel = $PrestigePanel
@onready var game_state: LevelGameState = find_parent("LevelGameState")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
if game_state:
game_state.goal_completed.connect(_on_goal_completed)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_area_2d_mouse_entered() -> void:
## TODO: remove this comment to enable prestige panel
#_prestige_panel.visible = true
pass
if game_state and game_state.is_goal_completed(PRESTIGE_GOAL_ID):
_prestige_panel.visible = true
func _on_area_2d_mouse_exited() -> void:
_prestige_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == PRESTIGE_GOAL_ID:
# Prestige is now unlocked — panel will show on next hover.
pass