Update crosshair.png, crosshair.png.import, StartingRoom.tscn, and 7 more files
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cc3e77a595
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10 changed files with 283 additions and 278 deletions
46
Scripts/ChronoManager.gd
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46
Scripts/ChronoManager.gd
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extends Node3D
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# this is basically the level manager
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signal broadcast(command : String)
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@export_group("Variables")
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@export var level_tick : float = 1 # how often to run a command
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@export var level_time : float = 10 # the amoutn of time allowed for the level
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@export var commands : Array[String]
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@export_group("Node References")
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@export var gui : Control
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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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while(commands.size() < level_time / level_tick): # prevent index out of bounds error
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commands.append("")
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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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pass
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func set_command(position : int, command : String):
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commands[position] = command
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func start_room():
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# open door
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# start timers
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# start running commands
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#hide crosshair
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pass
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func reset_room():
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# run if timer expires, resets puzzle
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pass
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func finish_room():
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# called when player reaches exit
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pass
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func open_termimal():
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gui.terminal_panel.visible = true
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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#display terminal ui
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pass
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@ -2,6 +2,7 @@ extends CharacterBody3D
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@export var camera : Camera3D
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@export var mouse_sensitivity : float = 0.003 # TODO: this is sketchy check that its framerate independant pls
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@export var raycast : RayCast3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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@ -27,6 +28,10 @@ func _physics_process(delta):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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else:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# interact with stuff
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if Input.is_action_just_pressed("interact"):
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print(raycast.)
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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17
Scripts/gui.gd
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17
Scripts/gui.gd
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extends Control
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@export_group("Node References")
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@export var terminal_panel : Control
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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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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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pass
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func close_terminal():
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terminal_panel.visible = false
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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