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Global.gd
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Global.gd
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extends RichTextLabel
var WindedUpTimer = 0
var PlayerGravity = 150
var PlayerJumpPower = -1750
var PlayerLadderUpMovement = 0
var PlayerLadderDownMovement = 0
var PlayerIsOnLadder = 0
var PlayerHasRedKey = 0
var SharpRockEquipped = 0
var PlayerDeathCounter = 0
var PlayerJustDied = 0
var LastCheckpointLocation = Vector2(333,180)
var PlayerPosition = Vector2(5552,32)
var Facing = 0
var RockLVelocity = null
var MemoryCollected = 0
var MemoryJustCollected = 0
var PlayerCrouched = 0
var BatBlockade = 0
var BatBossExecution = 0
var BossMusicOffTrigger = 0
var suicide = 0
var Ending = 0
func _process(_delta):
if suicide == 1:
WindedUpTimer = 0
PlayerGravity = 150
PlayerJumpPower = -1750
PlayerLadderUpMovement = 0
PlayerLadderDownMovement = 0
PlayerIsOnLadder = 0
PlayerHasRedKey = 0
SharpRockEquipped = 0
PlayerDeathCounter = 0
PlayerJustDied = 0
LastCheckpointLocation = Vector2(333,180)
PlayerPosition = Vector2(5552,32)
Facing = 0
RockLVelocity = null
MemoryCollected = 0
MemoryJustCollected = 0
PlayerCrouched = 0
BatBlockade = 0
BatBossExecution = 0
BossMusicOffTrigger = 0
suicide = 0
Ending = 0
# text = ""
# text += str("WindedUpTimer: ", global.WindedUpTimer)
# text += str("\nFPS: ", Engine.get_frames_per_second())
# text += str("\nRedKey: ", global.PlayerHasRedKey)
# text += str("\nDeaths: ", global.PlayerDeathCounter)
# text += str("\nHoldingRock: ", global.SharpRockEquipped)
# text += str("\nPlayerPos: ", global.PlayerPosition)
# text += str("\nFacing: ", global.Facing)
# text += str("\nLVelocity: ", global.RockLVelocity)
# text += str("\nPlayerCrouched: ", global.PlayerCrouched)
#text += str("\nMemories ", global.MemoryCollected)