fuzzyworld

godot-shooter / commit

Fixed issues when objectives are completed.

0d1774360ff443760ba39d5a0fc2ac0da56e810b · Pavel Safronov · 2023-11-14 16:38:06 -0800 · parents f3c75ae97cbf

Fixed issues when objectives are completed.
 World.gd | 13 +++++++------
 1 file changed, 7 insertions(+), 6 deletions(-)

diff --git a/World.gd b/World.gd
index a433217..a9accfe 100644
--- a/World.gd
+++ b/World.gd
@@ -114,12 +114,12 @@ func _process(_delta: float) -> void:
 	var all_done = completed_objectives == max_objectives
 	if all_done:
 		get_tree().paused = true
-		var score = $UI/HUD.score
+		var score = player.score
 		player.add_high_score(score)
 		var final_message = "You won with %s points!" % score
-		var _err = ($UI/GameFinishedMenu.find_node("Button") as Button).connect("pressed", self, "restart")
-		$UI/GameFinishedMenu.find_node("Label").text = final_message
-		$UI/GameFinishedMenu.show()
+		var _err = ($Player/UI/GameFinishedMenu.find_node("Button") as Button).connect("pressed", self, "restart")
+		$Player/UI/GameFinishedMenu.find_node("Label").text = final_message
+		$Player/UI/GameFinishedMenu.show()
 		return
 
 	for g in generators:
@@ -209,6 +209,7 @@ func _on_Player_destination_set(position) -> void:
 
 
 func _on_Player_debug() -> void:
-	player.score += 1
-	player.kill()
+#	player.score += 1
+#	player.kill()
+#	completed_objectives = max_objectives
 	pass # Replace with function body.