crabs-game/scripts/oil_tanker.gd

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3.6 KiB
GDScript3
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extends Node2D
signal can_leave
var can_leave = false
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onready var dialogue_box = $UI/Dialog
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#0
onready var oil_tanker = $OilTanker
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onready var crab_0 = $OilTanker/Crab
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export (String, FILE, "*.json") var dialogue_1
var leaving_0 = false
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#1
onready var oil_tanker_inside_1 = $InsideOilTanker
onready var player_1 = $InsideOilTanker/Player
onready var next_trigger_1 = $InsideOilTanker/NextTrigger
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onready var dialogue_trigger_1 = $InsideOilTanker/DialogueTrigger
export (String, FILE, "*.json") var dialogue_2
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#2
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onready var oil_tanker_inside_2 = $InsideOilTanker2
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onready var camera_2 = $InsideOilTanker2/Camera2D
onready var player_2 = $InsideOilTanker2/Player
onready var prop1 = $InsideOilTanker2/Parallax/Prop1
onready var prop2 = $InsideOilTanker2/Parallax/Prop2
onready var next_trigger_2 = $InsideOilTanker2/NextTrigger
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export (String, FILE, "*.json") var dialogue_3
export (String, FILE, "*.json") var dialogue_4
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#3
onready var herbert_must_go_3 = $HerbertMustGo
export (String, FILE, "*.json") var dialogue_5
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func _ready():
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assert(dialogue_1 != null)
assert(dialogue_2 != null)
assert(dialogue_3 != null)
assert(dialogue_4 != null)
assert(dialogue_5 != null)
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crab_0.connect('animation_finished', self, 'end_step_0')
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next_trigger_1.connect("body_entered", self, 'end_step_1')
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dialogue_trigger_1.connect("body_entered", self, 'dialogue_2')
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next_trigger_2.connect("body_entered", self, 'end_step_2')
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yield(dialogue_box.start_dialogue(dialogue_1), 'end')
can_leave = true
emit_signal('can_leave')
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# oil_tanker.frame = 12
# end_step_0()
# end_step_1(player_1)
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# end_step_2(player_2)
func dialogue_2(body : Node):
print('end_step_1')
if body.name == "Player":
yield(dialogue_box.start_dialogue(dialogue_2), 'end')
can_leave = true
emit_signal('can_leave')
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func end_step_0():
print('end_step_0')
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if crab_0.frame > 1:
leaving_0 = true
if !can_leave:
yield(self, 'can_leave')
can_leave = false
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oil_tanker.queue_free()
player_1.sleep = false
func end_step_1(body : Node):
print('end_step_1')
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if body.name == "Player":
player_1.sleep = true
if !can_leave:
yield(self, 'can_leave')
can_leave = false
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oil_tanker_inside_1.queue_free()
player_2.sleep = false
camera_2.current = true
yield(dialogue_box.start_dialogue(dialogue_3), 'end')
can_leave = true
emit_signal('can_leave')
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func end_step_2(body : Node):
print('end_step_2')
if body.name == "Player":
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player_2.sleep = true
if !can_leave:
yield(self, 'can_leave')
can_leave = false
yield(dialogue_box.start_dialogue(dialogue_4), 'end')
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oil_tanker_inside_2.queue_free()
herbert_must_go_3.play('default')
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yield(get_tree().create_timer(1), "timeout")
yield(dialogue_box.start_dialogue(dialogue_5), 'end')
yield(get_tree().create_timer(0.2), "timeout")
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get_tree().change_scene("res://scenes/campfire2.tscn")
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func _input(event):
if oil_tanker != null && !leaving_0:
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if event.is_action_pressed('right'):
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if !crab_0.is_playing():
crab_0.play('default')
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if event.is_action_released('right'):
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crab_0.stop()
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if event.is_action_pressed('left'):
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if !crab_0.is_playing() && crab_0.frame > 0:
crab_0.play('default', true)
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if event.is_action_released('left'):
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crab_0.stop()
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func _process(delta):
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if player_2 != null && !player_2.sleep:
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var screen_width = ProjectSettings.get_setting("display/window/size/width")
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camera_2.position.x = floor(clamp(player_2.position.x - screen_width / 2.0, 0, oil_tanker_inside_2.texture.get_width() - screen_width))
prop2.position.x = floor((260 - camera_2.position.x) * 0.5)
prop1.position.x = floor((300 - camera_2.position.x) * 0.75)