2024-08-10 17:00:15 +10:00
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extends Control
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@export_group("Node References")
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2024-08-11 10:53:26 +10:00
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@export var lose_panel : PanelContainer
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@export var lose_label : Label
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@export var reset_label : Label
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@export var start_level : PanelContainer
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@export var level_title : Label
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2025-05-25 14:31:14 +10:00
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@export var clock_progress : TextureProgressBar
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@export var clock_label : Label
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2024-08-11 21:29:44 +10:00
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var title_fade : float = 2.5
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2024-08-10 17:20:39 +10:00
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2024-08-10 17:00:15 +10:00
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# Called when the node enters the scene tree for the first time.
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func _ready():
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2024-08-11 10:53:26 +10:00
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lose_panel.visible = false
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2024-08-10 17:00:15 +10:00
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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2024-08-11 21:29:44 +10:00
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title_fade -= delta
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start_level.modulate.a = clamp(title_fade,0,1)
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2024-08-10 17:00:15 +10:00
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pass
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2024-08-11 10:53:26 +10:00
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func show_lose_screen(lose_text : String, reset_timer : float):
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lose_panel.visible = true
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if lose_text != "":
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lose_label.text = lose_text
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reset_label.text = "Resetting in: " + str(round(reset_timer*10)/10)
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func hide_lose_screen():
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lose_panel.visible = false
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2025-05-25 14:31:14 +10:00
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clock_progress.value = 0
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clock_label.text = str(0)
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2024-08-11 10:53:26 +10:00
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pass
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2024-08-11 21:29:44 +10:00
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func show_level_title(title : String):
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level_title.text = title
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title_fade = 2
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2025-05-25 14:31:14 +10:00
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func onTick(tick : int):
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clock_progress.value = tick
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if(tick == 11):
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clock_label.text = str(10)
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else:
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clock_label.text = str(tick)
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