removed last nights reset code since it was too messy
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6c0bc9fbd6
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a1f4eaa2c6
2 changed files with 30 additions and 32 deletions
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@ -108,15 +108,15 @@ material = SubResource("StandardMaterial3D_itc1d")
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[sub_resource type="BoxShape3D" id="BoxShape3D_y4l56"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_y4l56"]
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[node name="ChronoManager" type="Node3D" node_paths=PackedStringArray("player", "gui", "pedestals", "chime_player", "world_env")]
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[node name="ChronoManager" type="Node3D" node_paths=PackedStringArray("gui", "pedestals", "chime_player", "world_env", "player")]
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script = ExtResource("1_5b2rd")
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script = ExtResource("1_5b2rd")
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pedestal_off_mat = ExtResource("2_0aj3l")
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pedestal_off_mat = ExtResource("2_0aj3l")
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pedestal_on_mat = ExtResource("3_mnhg8")
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pedestal_on_mat = ExtResource("3_mnhg8")
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player = NodePath("Player")
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gui = NodePath("Gui")
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gui = NodePath("Gui")
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pedestals = [NodePath("Pedestals/CommandPedestal"), NodePath("Pedestals/CommandPedestal2"), NodePath("Pedestals/CommandPedestal3"), NodePath("Pedestals/CommandPedestal4"), NodePath("Pedestals/CommandPedestal5"), NodePath("Pedestals/CommandPedestal6"), NodePath("Pedestals/CommandPedestal7"), NodePath("Pedestals/CommandPedestal8"), NodePath("Pedestals/CommandPedestal9"), NodePath("Pedestals/CommandPedestal10")]
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pedestals = [NodePath("Pedestals/CommandPedestal"), NodePath("Pedestals/CommandPedestal2"), NodePath("Pedestals/CommandPedestal3"), NodePath("Pedestals/CommandPedestal4"), NodePath("Pedestals/CommandPedestal5"), NodePath("Pedestals/CommandPedestal6"), NodePath("Pedestals/CommandPedestal7"), NodePath("Pedestals/CommandPedestal8"), NodePath("Pedestals/CommandPedestal9"), NodePath("Pedestals/CommandPedestal10")]
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chime_player = NodePath("AudioStreamPlayer")
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chime_player = NodePath("AudioStreamPlayer")
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world_env = NodePath("WorldEnvironment")
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world_env = NodePath("WorldEnvironment")
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player = NodePath("Player")
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[node name="Player" parent="." instance=ExtResource("2_hsi55")]
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[node name="Player" parent="." instance=ExtResource("2_hsi55")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.12895, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.12895, 0)
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@ -6,22 +6,22 @@ signal broadcast(command : String)
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@export_group("Variables")
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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_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 level_time : float = 10 # the amoutn of time allowed for the level
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#reset these
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var tick_timer : float = 0
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var tick_timer : float = 0
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var room_started : bool = false
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var room_started : bool = false
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var current_tick = 0
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var current_tick = 0
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@export_group("Resources")
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@export var pedestal_off_mat : Material
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@export var pedestal_off_mat : Material
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@export var pedestal_on_mat : Material
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@export var pedestal_on_mat : Material
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var room_failed = false
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var fail_timer = 3
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var room_ready = false
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var ready_timer = 1.5
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@export var player : CharacterBody3D
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@export_group("Node References")
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@export_group("Node References")
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@export var gui : Control
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@export var gui : Control
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@export var pedestals : Array[Pedestal]
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@export var pedestals : Array[Pedestal]
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@export var chime_player : AudioStreamPlayer
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@export var chime_player : AudioStreamPlayer
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@export var world_env : WorldEnvironment
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@export var world_env : WorldEnvironment
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@export var player : CharacterBody3D
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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@ -43,7 +43,8 @@ func _process(delta):
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if tick_timer > level_tick:
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if tick_timer > level_tick:
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if current_tick == 11:
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if current_tick == 11:
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fail_room()
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#fail_room()
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pass
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tick_timer = 0
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tick_timer = 0
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current_tick += 1
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current_tick += 1
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print("Tick: " + str(current_tick))
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print("Tick: " + str(current_tick))
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@ -62,25 +63,25 @@ func _process(delta):
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chime_player.pitch_scale = 0.5
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chime_player.pitch_scale = 0.5
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chime_player.play()
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chime_player.play()
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world_env.environment.fog_enabled = room_failed #this whole section is cooked
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#world_env.environment.fog_enabled = room_failed #this whole section is cooked
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if room_failed:
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#if room_failed:
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fail_timer -= delta
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#fail_timer -= delta
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var effect_number = 3-fail_timer
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#var effect_number = 3-fail_timer
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world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
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#world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
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world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
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#world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
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if fail_timer < 0:
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#if fail_timer < 0:
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room_failed = false
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#room_failed = false
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reset_room()
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#reset_room()
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if not room_ready:
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#if not room_ready:
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ready_timer -= delta
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#ready_timer -= delta
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var effect_number = ready_timer
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#var effect_number = ready_timer
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world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
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#world_env.environment.fog_density = clampf(pow(effect_number,2),0,10)
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world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
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#world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1)
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#
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if ready_timer < 0:
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#if ready_timer < 0:
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room_ready = true
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#room_ready = true
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player.process_mode = Node.PROCESS_MODE_INHERIT
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#player.process_mode = Node.PROCESS_MODE_INHERIT
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pass
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#pass
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@ -96,7 +97,7 @@ func start_room():
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func fail_room():
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func fail_room():
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print("ROOM FAILED")
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print("ROOM FAILED")
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room_failed = true
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player.process_mode = Node.PROCESS_MODE_DISABLED
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player.process_mode = Node.PROCESS_MODE_DISABLED
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# close exit, freeze player?
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# close exit, freeze player?
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pass
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pass
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@ -104,10 +105,7 @@ func fail_room():
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func reset_room():
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func reset_room():
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print("RESETTING ROOM")
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print("RESETTING ROOM")
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room_started = false
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room_started = false
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room_failed = false
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fail_timer = 3
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room_ready = false
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ready_timer = 1.5
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tick_timer = 0
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tick_timer = 0
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current_tick = 0
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current_tick = 0
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for i in pedestals.size():
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for i in pedestals.size():
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