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fix: corrected an issue that was blocking the check level on levels with tutorials
1 parent b9dc277 commit d8c85cc

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2 files changed

+3
-1
lines changed

2 files changed

+3
-1
lines changed

scripts/scene_2d/level_manager.gd

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@@ -130,7 +130,6 @@ func spawn_grid(animate: bool = true) -> void:
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var tween := create_tween().set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
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await tween.tween_method(_on_radius_update.bind(start), 0.0, end, time).finished
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# GameManager.change_state(Constants.GameState.PLAY_LEVEL)
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func reset_level() -> void:

scripts/user_interface/game_ui.gd

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@@ -60,6 +60,7 @@ func _on_state_change(new_state: Constants.GameState) -> void:
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GameManager.level_manager.on_consume_move.connect(_consume_move)
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if !GameManager.level_manager.on_level_complete.is_connected(_on_level_complete):
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GameManager.level_manager.on_level_complete.connect(_on_level_complete)
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print("[Game UI] Ready to receive events")
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Constants.GameState.LEVEL_START:
@@ -85,6 +86,8 @@ func _on_state_change(new_state: Constants.GameState) -> void:
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func _render_tutorial(tutorial: TutorialData) -> void:
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var scene := ResourceLoader.load(TUTORIAL) as PackedScene
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var tutorial_ui := scene.instantiate() as TutorialUi
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GameManager.change_state(Constants.GameState.PLAY_LEVEL)
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tutorial_ui.on_tutorial_closed.connect(GameManager.level_manager.spawn_grid)
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get_tree().root.add_child(tutorial_ui)
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tutorial_ui.setup(tutorial)

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