Initial jam build, 2 endings— secret ending glitches and doesn't show

title upon completion.
This commit is contained in:
Henry 2026-03-05 11:43:13 +00:00
parent ab0a4e24f7
commit 7b47e847ae
14 changed files with 496 additions and 58 deletions

View file

@ -25,7 +25,7 @@ func _ready():
func spawn_enemies():
if wave_count == 1: #This is for CHICKENS
if wave_count == 3: #This is for CHICKENS
print("Enemy Wave: ", wave_count)
enemy = CHICKEN
for x in range(COLS):
@ -38,7 +38,7 @@ func spawn_enemies():
await get_tree().process_frame
print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
if wave_count == 3: #This is for CRTs
if wave_count == 1: #This is for CRTs
print("Enemy Wave: ", wave_count)
enemy = CRT
var cols_mod = COLS - 1
@ -53,7 +53,7 @@ func spawn_enemies():
enemy_count = rows_mod * cols_mod
await get_tree().process_frame
if wave_count == 0 : #This if for Mirror
if wave_count == 2 : #This if for Mirror
print("Enemy Wave: ", wave_count)
# Spawn Table
@ -89,7 +89,7 @@ func spawn_enemies():
s.start_all_animations()
if wave_count == 2 : #This is for Boss
if wave_count == 0 : #This is for Boss
# Hide the player
@ -126,7 +126,7 @@ func wave_status():
wave_complete = false
else:
EventBus.goose_talk.emit(1)
EventBus.goose_talk.emit(wave_count)
wave_initialize()
wave_complete = true