extends Node3D # this is basically the level manager signal broadcast(command : String) signal tick(time : int) @export_group("Variables") @export var level_tick : float = 1 # how often to run a command @export var level_time : float = 10 # the amoutn of time allowed for the level #reset these var tick_timer : float = 0 var room_started : bool = false var current_tick = 0 var failed : bool = false var fail_timer : float = 2 @export_group("Resources") @export var pedestal_off_mat : Material @export var pedestal_on_mat : Material @export_group("Node References") @export var gui : Control var pedestals : Array[Pedestal] @export var pedstalContainer : Node3D @export var chime_player : AudioStreamPlayer @export var world_env : WorldEnvironment @export var player : CharacterBody3D @export var player_spawn : Node3D # Called when the node enters the scene tree for the first time. func _ready(): var temp_pedestals = pedstalContainer.get_children() for temp in temp_pedestals: pedestals.append(temp) for i in pedestals.size(): pedestals[i].mesh.mesh = pedestals[i].mesh.mesh.duplicate() pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if Input.is_action_just_pressed("debug_start"): start_room() if Input.is_action_just_pressed("reset"): gui.show_lose_screen("Reset Pressed", 3) fail_room() if room_started and current_tick < level_time+1: tick_timer += delta if tick_timer > level_tick: #advance tick tick_timer = 0 current_tick += 1 if current_tick == 11: gui.show_lose_screen("Time Expired", 3) player.clear_effects() fail_room() pass print("Tick: " + str(current_tick)) tick.emit(current_tick) for i in pedestals.size(): if i+1 == current_tick: var activated_pedestal = pedestals[i] activated_pedestal.mesh.mesh.material = pedestal_on_mat if activated_pedestal.has_command: print("broadcasting: " + activated_pedestal.placed_command.command_name) broadcast.emit(activated_pedestal.placed_command.command_name) chime_player.volume_db = 0 chime_player.pitch_scale = 1 chime_player.play() else: chime_player.volume_db = -10 chime_player.pitch_scale = 0.5 chime_player.play() if failed: gui.show_lose_screen("", fail_timer) world_env.environment.background_color = Color.DIM_GRAY fail_timer -= delta if fail_timer < 0: fail_timer = 2 reset_room() else: world_env.environment.background_color = Color.WHITE #world_env.environment.fog_enabled = room_failed #this whole section is cooked #if room_failed: #fail_timer -= delta #var effect_number = 3-fail_timer #world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) #world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) #if fail_timer < 0: #room_failed = false #reset_room() #if not room_ready: #ready_timer -= delta #var effect_number = ready_timer #world_env.environment.fog_density = clampf(pow(effect_number,2),0,10) #world_env.environment.fog_sky_affect = clampf(effect_number/1,0,1) # #if ready_timer < 0: #room_ready = true #player.process_mode = Node.PROCESS_MODE_INHERIT #pass func start_room(): print("START") room_started = true # open door # start timers # start running commands #hide crosshair pass func fail_room(): print("ROOM FAILED") room_started = false player.process_mode = Node.PROCESS_MODE_DISABLED failed = true # close exit, freeze player? pass func reset_room(): print("RESETTING ROOM") player.global_position = player_spawn.global_position player.process_mode = Node.PROCESS_MODE_INHERIT player.rotation_degrees = Vector3(0,0,0) player.camera.rotation_degrees = Vector3(0,0,0) gui.hide_lose_screen() tick_timer = 0 room_started = false current_tick = 0 failed = false fail_timer = 3 #reset pedestals for i in pedestals.size(): var activated_pedestal = pedestals[i] activated_pedestal.mesh.mesh.material = pedestal_off_mat # run if timer expires, resets puzzle # replace door # put player back in start room # reset timers pass func finish_room(): # called when player reaches exit pass func open_termimal(): gui.terminal_panel.visible = true Input.mouse_mode = Input.MOUSE_MODE_VISIBLE #display terminal ui pass func _on_player_object_clicked(object): if(object.name == "Terminal"): open_termimal()