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global_variables.gd
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global_variables.gd
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extends Node
var gameBorderCoords : Vector2
var playerHP : float;
var stageTimer : float;
var initialStageTime : float = 60;
var loadLastSave = false;
var autoParry : bool = false;
# XP player has in endless mode
var endlessPlayerXp: float = 0.0;
var endlessPlayerLevel: int = 1;
var initialEndlessLevelUpThreshold: float = 100.0;
var endlessLevelUpMultiplier: float = 1.6;
var endlessLevelUpThreshold: float = 100.0;
var endlessLevelUpPrevThreshold: float = 0.0;
var parryBulletDamage: float = 1.0;
# Perks Array
var perks: Dictionary = {
"INCREASE_MAX_HP" : 0,
"INCREASE_HP_REGEN": 0,
"FASTER_PARRY_TIME": 0,
"INCREASE_BULLET_DAMAGE": 0,
}
var perkNames: Dictionary = {
"INCREASE_MAX_HP" : "Increase Max HP",
"INCREASE_HP_REGEN": "Increase HP Regen",
"FASTER_PARRY_TIME": "Faster Parry Time",
"INCREASE_BULLET_DAMAGE": "Increase Bullet Damage",
}
func _ready():
endlessLevelUpThreshold = initialEndlessLevelUpThreshold
func _process(delta):
if Input.is_action_just_pressed("fullscreen"):
# flips the value to true or false when pressed
OS.window_fullscreen = !OS.window_fullscreen
if Input.is_action_just_pressed("mute"):
AudioServer.set_bus_mute(0, not AudioServer.is_bus_mute(0))
func update_endless_level_up_threshold():
endlessLevelUpPrevThreshold = endlessLevelUpThreshold
endlessLevelUpThreshold *= endlessLevelUpMultiplier