Much more modular upgrades. Renamed laserr to laser.
Health and spawns still completely without balance
This commit is contained in:
parent
0713f7ae60
commit
7ce69fb960
8
Bad1.gd
8
Bad1.gd
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@ -8,7 +8,7 @@ var screensize
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var health = 100
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var health = 50
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var hit_timer = 1000
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func _ready():
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@ -17,7 +17,7 @@ func _ready():
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func hit(who):
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health -= 20
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health -= 10
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$AnimatedSprite.frame = 1
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hit_timer = 0
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@ -25,7 +25,7 @@ var velocity = Vector2()
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func _process(delta):
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if health <= 0:
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emit_signal("dead")
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emit_signal("dead", 150)
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queue_free()
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if hit_timer < 0.15:
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@ -42,7 +42,7 @@ func _process(delta):
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if velocity.length() > 0:
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velocity = velocity.normalized() * SPEED
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var health_bar = Vector2(((health * 3) - 157), -273)
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var health_bar = Vector2(((health * 6) - 157), -273)
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$Line2D.set_point_position( 1, health_bar )
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position += velocity * delta
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@ -1,7 +1,7 @@
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://Bad1.gd" type="Script" id=1]
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[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Laser.tscn" type="PackedScene" id=2]
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[ext_resource path="res://art/bad/bad1/bad1.png" type="Texture" id=3]
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[ext_resource path="res://art/bad/bad1/bad1_hit.png" type="Texture" id=4]
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@ -28,10 +28,12 @@ gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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linear_damp = 0.1
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angular_damp = 1.0
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collision_layer = 2
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collision_mask = 0
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audio_bus_override = false
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audio_bus_name = "Master"
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script = ExtResource( 1 )
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_sections_unfolded = [ "Transform" ]
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_sections_unfolded = [ "Collision", "Transform" ]
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SPEED = 50
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Laser = ExtResource( 2 )
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4
Bloob.gd
4
Bloob.gd
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@ -7,7 +7,7 @@ var screensize
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var health = 200
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var health = 150
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var hit_timer = 1000
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func _ready():
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@ -24,7 +24,7 @@ var velocity = Vector2()
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func _process(delta):
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if health <= 0:
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emit_signal("dead")
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emit_signal("dead", 300)
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queue_free()
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if hit_timer < 0.15:
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@ -18,7 +18,7 @@ animations = [ {
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"speed": 5.0
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} ]
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[node name="Area2D" type="Area2D"]
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[node name="Area2D" type="Area2D" index="0"]
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scale = Vector2( 0.25, 0.25 )
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input_pickable = true
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@ -26,10 +26,11 @@ gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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linear_damp = 0.1
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angular_damp = 1.0
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collision_mask = 0
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audio_bus_override = false
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audio_bus_name = "Master"
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script = ExtResource( 1 )
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_sections_unfolded = [ "Transform" ]
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_sections_unfolded = [ "Collision", "Transform" ]
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SPEED = 40
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
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@ -0,0 +1,55 @@
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extends Area2D
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signal hit
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export (int) var SPEED
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export (int) var DAMAGE
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var plasma = false
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var current_pen = 0
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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func _on_Visibility_screen_exited():
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queue_free()
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func _ready():
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# Called every time the node is added to the scene.
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# Initialization here
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$AnimatedSprite.play()
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connect("area_entered", self, "hit")
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pass
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func hit(who):
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#if plasma == false:
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# hide()
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# queue_free()
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if current_pen > 0:
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current_pen -= 1
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else:
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hide()
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queue_free()
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func _process(delta):
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var velocity = Vector2()
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velocity.x += 1
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velocity = velocity.normalized() * SPEED
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position += velocity * delta
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func _on_Laser_body_entered(body):
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emit_signal("hit")
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if plasma == false:
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$CollisionShape2D.disabled = true
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queue_free()
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else:
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var timer = null
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timer = Timer.new()
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timer.set_one_shot(true)
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timer.set_wait_time(0.1)
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timer.connect("timeout", self, "on_timeout_complete")
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add_child(timer)
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$CollisionShape2D.disabled = true
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func on_timeout_complete():
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$CollisionShape2D.disabled = false
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@ -0,0 +1,56 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://Laser.gd" type="Script" id=1]
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[ext_resource path="res://art/laser/laser1.png" type="Texture" id=2]
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[ext_resource path="res://art/laser/laser2.png" type="Texture" id=3]
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[sub_resource type="CapsuleShape2D" id=1]
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custom_solver_bias = 0.0
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radius = 5.39465
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height = 0.325962
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[sub_resource type="SpriteFrames" id=2]
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animations = [ {
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"frames": [ ExtResource( 2 ), ExtResource( 3 ) ],
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"loop": true,
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"name": "default",
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"speed": 20.0
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} ]
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[node name="Laser" type="Area2D"]
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input_pickable = true
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gravity_vec = Vector2( 0, 1 )
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gravity = 98.0
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linear_damp = 0.1
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angular_damp = 1.0
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collision_layer = 3
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collision_mask = 3
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audio_bus_override = false
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audio_bus_name = "Master"
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script = ExtResource( 1 )
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_sections_unfolded = [ "Collision" ]
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SPEED = 1200
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DAMAGE = 10
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
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position = Vector2( 28, -5 )
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rotation = 1.5708
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shape = SubResource( 1 )
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_sections_unfolded = [ "Transform" ]
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__meta__ = {
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"_edit_group_": true
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}
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[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="1"]
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position = Vector2( -1.90735e-06, 0 )
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scale = Vector2( 0.1, 0.2 )
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frames = SubResource( 2 )
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animation = "default"
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_sections_unfolded = [ "Transform" ]
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59
Main.gd
59
Main.gd
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@ -1,19 +1,17 @@
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extends Node
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export (PackedScene) var FirstBad
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export (PackedScene) var BadBlob
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export (PackedScene) var BlobBad
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export (PackedScene) var UpgradeMenu
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var position = Vector2(200, 200)
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var kill_money = 10
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var total_bads_spawned = 0
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var upgrade_cost = 50
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func _ready():
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$BaddieTimer.start()
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randomize()
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$MoneyDisplay.text = str($Player.money, " points")
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updatePoints()
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func _process(delta):
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if (Input.is_action_pressed("ctlr_l")):
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@ -23,48 +21,59 @@ func _process(delta):
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get_tree().quit()
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if (Input.is_action_pressed("ui_quit")):
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get_tree().quit()
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$MoneyDisplay.text = str($Player.money, " points")
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updatePoints()
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func _on_bad1_death():
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func _on_bad_death(kill_money):
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$Player.money += kill_money
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$MoneyDisplay.text = str($Player.money, " points")
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func _on_badblob_death():
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$Player.money += kill_money*2
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$MoneyDisplay.text = str($Player.money, " points")
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updatePoints()
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var sendblob = 0
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func BaddieTimer():
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prints ("baddie boi")
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if total_bads_spawned < 11:
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var bad
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if sendblob == 5:
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sendblob = 0
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bad = BadBlob.instance()
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add_child(bad)
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bad.connect("dead", self, "_on_badblob_death")
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bad = BlobBad.instance()
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else:
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bad = FirstBad.instance()
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add_child(bad)
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sendblob += 1
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bad.connect("dead", self, "_on_bad1_death")
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total_bads_spawned += 1
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$BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.99
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$MoneyDisplay.text = str($Player.money, " points")
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add_child(bad)
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bad.connect("dead", self, "_on_bad_death")
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total_bads_spawned += 1
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$BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.97
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updatePoints()
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bad.position.x = 1200
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bad.position.y = randi()%500 + 25
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else:
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$Player.money += 200
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total_bads_spawned = 0
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func _on_Player_shooting_speed_upgrade():
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#$MoneyDisplay.text = str($Player.money, " points")
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updatePoints()
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pass
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func _on_PauseButton_pressed():
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var upgmenu
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upgmenu = UpgradeMenu.instance()
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add_child(upgmenu)
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get_tree().paused = true # replace with function body
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upgmenu.connect("refund", self, "_refund_button")
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get_tree().paused = true
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func updatePoints():
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$MoneyDisplay.text = str($Player.money, " points")
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#When refund signal from upgrade menu comes in,
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# tell Player to refund upgrades
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func _refund_button():
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$Player.refund()
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#When refund comes back successfully from Player,
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# pause game again
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func _on_Player_refund(ship_value):
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prints("Refunded for ", ship_value)
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updatePoints()
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get_tree().paused = true
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pass # replace with function body
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10
Main.tscn
10
Main.tscn
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@ -24,12 +24,12 @@ lossy_quality = 0.7
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flags = 7
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size = Vector2( 0, 0 )
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[node name="Main" type="Node"]
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[node name="Main" type="Node" index="0"]
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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FirstBad = ExtResource( 2 )
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BadBlob = ExtResource( 3 )
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BlobBad = ExtResource( 3 )
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UpgradeMenu = ExtResource( 4 )
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[node name="Sprite2" type="Sprite" parent="." index="0"]
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@ -50,14 +50,12 @@ texture = ExtResource( 5 )
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[node name="BaddieTimer" type="Timer" parent="." index="3"]
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process_mode = 1
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wait_time = 5.0
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wait_time = 4.0
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one_shot = false
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autostart = false
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[node name="Mothership" parent="." index="4" instance=ExtResource( 7 )]
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Laser = null
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[node name="MoneyDisplay" type="Label" parent="." index="5"]
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anchor_left = 0.0
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@ -181,6 +179,8 @@ align = 1
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[connection signal="body_entered" from="Player" to="Player" method="_on_Player_body_entered"]
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[connection signal="refund" from="Player" to="." method="_on_Player_refund"]
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[connection signal="shooting_speed_upgrade" from="Player" to="." method="_on_Player_shooting_speed_upgrade"]
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[connection signal="timeout" from="BaddieTimer" to="." method="BaddieTimer"]
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@ -1,7 +1,7 @@
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://Mothership.gd" type="Script" id=1]
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[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Laser.tscn" type="PackedScene" id=2]
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[ext_resource path="res://art/mothership/mothership.png" type="Texture" id=3]
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[sub_resource type="CapsuleShape2D" id=1]
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@ -24,7 +24,7 @@ animations = [ {
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custom_solver_bias = 0.0
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extents = Vector2( 135.733, 138.728 )
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[node name="Mothership" type="Area2D"]
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[node name="Mothership" type="Area2D" index="0"]
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position = Vector2( 23.327, 304.835 )
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scale = Vector2( 0.3, 0.3 )
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103
Player.gd
103
Player.gd
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@ -1,24 +1,48 @@
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extends Area2D
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signal refund
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signal shooting_speed_upgrade
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export (PackedScene) var Laser
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#Constants
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const BULLET_DELAY_DEFAULT = 0.9
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const SHOOTING_SPEED_UPGRADE_DEFAULT = 50
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const SHIP_SPEED_DEFAULT = 400
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#Default ship strengths and costs
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const SHOOTING_SPEED_UPGRADE_TIER1 = 50 #To be replaced
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const BULLET_DELAY_TIER1 = 0.8
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const BULLET_DELAY_TIER2 = 0.5
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const BULLET_DELAY_TIER3 = 0.2
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const BULLET_DELAY_TIER4 = 0.1
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const BULLET_DELAY_TIER5 = 0.05
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const BULLET_DELAY_TIER2_COST = 100
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const BULLET_DELAY_TIER3_COST = 200
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const BULLET_DELAY_TIER4_COST = 400
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const BULLET_DELAY_TIER5_COST = 1000
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const SHIP_SPEED_TIER1 = 150
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const SHIP_SPEED_TIER2 = 200
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const SHIP_SPEED_TIER3 = 300
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const SHIP_SPEED_TIER4 = 500
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const SHIP_SPEED_TIER5 = 800
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#func upgradeBulletDelay():
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# if (bullet_delay_tier == 1 && money >= BULLET_DELAY_TIER2_COST):
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# bullet_delay = BULLET_DELAY_TIER2
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# money -= BULLET_DELAY_TIER2_COST
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# ship_value += BULLET_DELAY_TIER2_COST
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#
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var screensize
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var ship_speed = SHIP_SPEED_TIER1
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var bullet_delay = BULLET_DELAY_TIER1
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var bullet_delay_tier = 1
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var laser_penetration = 0
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var double_laser = false
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var ship_value = 0
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var ship_speed = SHIP_SPEED_DEFAULT
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var bullet_delay = BULLET_DELAY_DEFAULT
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var screensize
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var refund_percentage = 1
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var money = 100
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var shooting_speed_upgrade = 50
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var double_laser = true
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var shooting_speed_upgrade = 50
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func _ready():
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timer = Timer.new()
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@ -36,22 +60,23 @@ func _ready():
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pass
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func refund():
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bullet_delay = BULLET_DELAY_DEFAULT
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ship_speed = SHIP_SPEED_DEFAULT
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money += ship_value
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bullet_delay = BULLET_DELAY_TIER1
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ship_speed = SHIP_SPEED_TIER1
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shooting_speed_upgrade = SHOOTING_SPEED_UPGRADE_TIER1
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money += ship_value*refund_percentage
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emit_signal("refund", ship_value*refund_percentage)
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ship_value = 0
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var timer = null
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var can_shoot = true
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func on_timeout_complete():
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can_shoot = true
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var going_up = false
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var going_down = false
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var shoot_down = false
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func on_timeout_complete():
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can_shoot = true
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func _process(delta):
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var velocity = Vector2() # the player's movement vector
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if (Input.is_action_pressed("ui_right")):
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@ -81,25 +106,10 @@ func _process(delta):
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timer.start()
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if ((Input.is_action_pressed("ui_accept") || shoot_down == true) && can_shoot == true):
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var laser = Laser.instance()
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get_node("../").add_child(laser)
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laser.position.y = position.y - 27
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laser.position.x = position.x + 46
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#MAYBE THE SECOND LASER SHOULD BE IT'S OWN NODE
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if double_laser == true:
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var laser2 = Laser.instance()
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get_node("../").add_child(laser2)
|
||||
laser2.position.y = position.y + 28
|
||||
laser2.position.x = position.x + 46
|
||||
can_shoot = false
|
||||
timer.start()
|
||||
|
||||
|
||||
shoot()
|
||||
|
||||
func _on_Player_body_entered(body):
|
||||
prints("hit")
|
||||
pass # replace with function body
|
||||
|
||||
func upPressed():
|
||||
going_up = true
|
||||
|
@ -112,6 +122,25 @@ func downDepressed():
|
|||
going_down = false
|
||||
|
||||
func shootDown():
|
||||
shoot_down = true # replace with function body
|
||||
shoot_down = true
|
||||
func shootUp():
|
||||
shoot_down = false # replace with function body
|
||||
shoot_down = false
|
||||
|
||||
func shoot():
|
||||
var laser = Laser.instance()
|
||||
get_node("../").add_child(laser)
|
||||
laser.current_pen = laser_penetration
|
||||
laser.position.y = position.y - 27
|
||||
laser.position.x = position.x + 46
|
||||
|
||||
#MAYBE THE LASERS SHOULD BE THEIR OWN NODES
|
||||
#Would allow for more simple additions in the future
|
||||
if double_laser == true:
|
||||
var laser2 = Laser.instance()
|
||||
get_node("../").add_child(laser2)
|
||||
laser2.position.y = position.y + 28
|
||||
laser2.position.x = position.x + 46
|
||||
laser2.current_pen = laser_penetration
|
||||
|
||||
can_shoot = false
|
||||
timer.start()
|
|
@ -1,7 +1,7 @@
|
|||
[gd_scene load_steps=7 format=2]
|
||||
|
||||
[ext_resource path="res://Player.gd" type="Script" id=1]
|
||||
[ext_resource path="res://Laserr.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://Laser.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://art/player/Rocket1.png" type="Texture" id=3]
|
||||
[ext_resource path="res://art/player/Rocket2.png" type="Texture" id=4]
|
||||
|
||||
|
@ -20,7 +20,7 @@ custom_solver_bias = 0.0
|
|||
radius = 19.3222
|
||||
height = 76.5834
|
||||
|
||||
[node name="Player" type="Area2D" index="0"]
|
||||
[node name="Player" type="Area2D"]
|
||||
|
||||
input_pickable = true
|
||||
gravity_vec = Vector2( 0, 1 )
|
||||
|
|
|
@ -1,5 +1,11 @@
|
|||
extends Node
|
||||
|
||||
signal refund
|
||||
signal speed_upgrade
|
||||
signal bullet_delay_upgrade
|
||||
signal add_laser
|
||||
signal plasma_lasers
|
||||
|
||||
# class member variables go here, for example:
|
||||
# var a = 2
|
||||
# var b = "textvar"
|
||||
|
@ -18,3 +24,9 @@ func _ready():
|
|||
func _on_Button_pressed():
|
||||
get_tree().paused = false
|
||||
queue_free()
|
||||
|
||||
|
||||
func _on_Refund_pressed():
|
||||
get_tree().paused = false
|
||||
emit_signal("refund")
|
||||
pass # replace with function body
|
||||
|
|
|
@ -5,13 +5,13 @@
|
|||
[sub_resource type="Theme" id=1]
|
||||
|
||||
|
||||
[node name="UpgradeMenu" type="Node" index="0"]
|
||||
[node name="UpgradeMenu" type="Node"]
|
||||
|
||||
pause_mode = 2
|
||||
script = ExtResource( 1 )
|
||||
_sections_unfolded = [ "Pause" ]
|
||||
|
||||
[node name="Button" type="Button" parent="." index="0"]
|
||||
[node name="Resume" type="Button" parent="." index="0"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
|
@ -38,6 +38,33 @@ flat = false
|
|||
align = 1
|
||||
_sections_unfolded = [ "Theme" ]
|
||||
|
||||
[connection signal="pressed" from="Button" to="." method="_on_Button_pressed"]
|
||||
[node name="Refund" type="Button" parent="." index="1"]
|
||||
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 0.0
|
||||
anchor_bottom = 0.0
|
||||
margin_left = 618.0
|
||||
margin_top = 174.0
|
||||
margin_right = 742.0
|
||||
margin_bottom = 277.0
|
||||
rect_pivot_offset = Vector2( 0, 0 )
|
||||
rect_clip_content = false
|
||||
focus_mode = 2
|
||||
mouse_filter = 0
|
||||
mouse_default_cursor_shape = 0
|
||||
size_flags_horizontal = 1
|
||||
size_flags_vertical = 1
|
||||
toggle_mode = false
|
||||
enabled_focus_mode = 2
|
||||
shortcut = null
|
||||
group = null
|
||||
text = "Refund"
|
||||
flat = false
|
||||
align = 1
|
||||
|
||||
[connection signal="pressed" from="Resume" to="." method="_on_Button_pressed"]
|
||||
|
||||
[connection signal="pressed" from="Refund" to="." method="_on_Refund_pressed"]
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue