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feat: refactored level list to reach 100 levels
fix: updated Splash screen uui and removed resize feature fix: increased font size and reduced lock size of level button fix: changed level order feat: improve Randomizer second step fix #102 fix: applied linter and formatter
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4 files changed

+14
-14
lines changed

4 files changed

+14
-14
lines changed

assets/resources/utility/randomizer_options.tres

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -28,10 +28,10 @@ extension_rules = {
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"RANDOM": 30
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}
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full_odd = 15
31-
full_odd_on_stop = 60
31+
full_odd_on_stop = 30
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block_full_odd = 50
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block_full_odd_on_stop = 80
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block_full_retract_odd = 80
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block_full_odd_on_stop = 50
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block_full_retract_odd = 50
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type_rules = {
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"ADD": 45,
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"BLOCK": 7,

project.godot

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ config_version=5
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config/name="Sum Zero"
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config/description="A mobile puzzle game where players use math-based sliders to bring all tiles on a grid down to zero. Combining strategy, logic, and arithmetic, each level presents a unique challenge to solve."
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config/version="0.8.0"
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config/version="0.9.0"
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run/main_scene="res://packed_scene/scene_2d/LevelManager.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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boot_splash/show_image=false

scripts/utility/randomizer.gd

Lines changed: 9 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -81,7 +81,7 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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var normal_sliders: Array[Vector2i]
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var locked_cells: Array[CellData]
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var receiver_cells: Dictionary
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var effect_slider_count := 0
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for slider_coord: Vector2i in filtered.keys():
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var slider_data := filtered.get(slider_coord) as RandomizerSlider
@@ -100,16 +100,16 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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"BLOCK":
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slider_data.effect = GlobalConst.AreaEffect.BLOCK
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block_sliders.append(slider_coord)
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# check that at least one slider affects the grid
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# check that at least one slider affects the grid
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if effect_slider_count == 0:
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var slider_coord := filtered.keys()[0] as Vector2i
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var slider_data := filtered.get(slider_coord) as RandomizerSlider
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slider_data.effect = GlobalConst.AreaEffect.ADD
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normal_sliders.append(slider_coord)
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block_sliders.erase(slider_coord)
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change_sliders.erase(slider_coord)
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# add slider-block
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for slider_coord in block_sliders:
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var slider := filtered.get(slider_coord) as RandomizerSlider
@@ -138,7 +138,7 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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emitter_sliders = receiver_cells.get(cell_coord)
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emitter_sliders.append(slider_coord)
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receiver_cells[cell_coord] = emitter_sliders
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# mix other sliders
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if !change_sliders.is_empty():
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normal_sliders.append_array(change_sliders)
@@ -169,7 +169,7 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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emitter_sliders = receiver_cells.get(cell_coord)
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emitter_sliders.append(slider_coord)
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receiver_cells[cell_coord] = emitter_sliders
172-
172+
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# use unfull slider-block for check behavior-full probability
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for slider_coord: Vector2i in filtered.keys():
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var slider := filtered.get(slider_coord) as RandomizerSlider
@@ -187,7 +187,7 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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continue
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if _check_probability(OPTIONS.block_full_odd_on_stop):
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slider.behavior = GlobalConst.AreaBehavior.FULL
190-
190+
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# use stopped slider for check retractable slider-block
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var stopped_sliders: Dictionary
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for slider_coord: Vector2i in filtered.keys():
@@ -228,15 +228,15 @@ static func _add_sliders(data: LevelData, filtered: Dictionary) -> void:
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if cell.is_blocked:
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break
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_apply_slider_effect(cell, slider.effect)
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231+
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# add slider to level data
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for slider_coord in filtered.keys():
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var slider := filtered.get(slider_coord) as RandomizerSlider
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var slider_data := SliderData.new()
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slider_data.area_effect = slider.effect
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slider_data.area_behavior = slider.behavior
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data.slider_list[slider_coord] = slider_data
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239+
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# remove temporarily block
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for cell_data in locked_cells:
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cell_data.is_blocked = false

scripts/utility/randomizer_slider.gd

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@ var behavior: GlobalConst.AreaBehavior
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1010
func is_full() -> bool:
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return reachable.size() == reached.size()
12-
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func is_none() -> bool:
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return reached.is_empty()

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