game now handles player/commands falling out of the world, updated readme with todo and removed todo.txt
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f1dea7e36d
6 changed files with 48 additions and 36 deletions
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@ -44,7 +44,7 @@ func _process(delta):
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start_room()
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if Input.is_action_just_pressed("reset"):
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gui.show_lose_screen("Reset Pressed", 3)
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gui.show_lose_screen("Reset Pressed", 2)
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fail_room()
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if room_started and current_tick < level_time+1:
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@ -55,7 +55,7 @@ func _process(delta):
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tick_timer = 0
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current_tick += 1
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if current_tick == 11:
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gui.show_lose_screen("Time Expired", 3)
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gui.show_lose_screen("Time Expired", 2)
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player.clear_effects()
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fail_room()
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pass
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@ -88,25 +88,11 @@ func _process(delta):
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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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#fail_timer -= delta
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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_sky_affect = clampf(effect_number/1,0,1)
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#if fail_timer < 0:
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#room_failed = false
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#reset_room()
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#if not room_ready:
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#ready_timer -= delta
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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_sky_affect = clampf(effect_number/1,0,1)
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#
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#if ready_timer < 0:
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#room_ready = true
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#player.process_mode = Node.PROCESS_MODE_INHERIT
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#pass
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if (player.global_position.y < -20):
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fail_room()
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gui.show_lose_screen("Fell out of world", 2)
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@ -12,7 +12,7 @@ extends CharacterBody3D
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signal object_clicked(object : Node3D)
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var SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const JUMP_VELOCITY = 9 #was 4.5
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#effects
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var dash_time = 0
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@ -105,6 +105,8 @@ func _physics_process(delta):
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gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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pass
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move_and_slide()
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