Fixed a weird bug with checkpoints in the level editor + some tile fixes too
Before Width: | Height: | Size: 7.2 KiB After Width: | Height: | Size: 5.6 KiB |
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 8.7 KiB After Width: | Height: | Size: 6.3 KiB |
Before Width: | Height: | Size: 8.3 KiB After Width: | Height: | Size: 6.9 KiB |
Before Width: | Height: | Size: 9.8 KiB After Width: | Height: | Size: 7.7 KiB |
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 6.9 KiB |
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 10 KiB |
@@ -351,6 +351,7 @@ func save_level() -> void:
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$LevelSaver.write_file(level_file, file_name)
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%SaveDialog.text = str("'") + file_name + "'" + " Saved."
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%SaveAnimation.play("Show")
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current_state = EditorState.TILE_MENU
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level_saved.emit()
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func close_save_menu() -> void:
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@@ -15,6 +15,7 @@ func _ready() -> void:
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func load_level(level_idx := 0) -> void:
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clear_level()
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editor.sub_level_id = level_idx
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sub_level_file = editor.level_file["Levels"][level_idx]
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build_level()
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