135 lines
3.5 KiB
GDScript
135 lines
3.5 KiB
GDScript
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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var tick_timer : float = 0
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var room_started : bool = false
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var current_tick = 0
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@export var pedestal_off_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 var gui : Control
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@export var pedestals : Array[Pedestal]
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@export var chime_player : AudioStreamPlayer
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@export var world_env : WorldEnvironment
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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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for i in pedestals.size():
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pedestals[i].mesh.mesh = pedestals[i].mesh.mesh.duplicate()
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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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if Input.is_action_just_pressed("debug_start"):
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start_room()
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if Input.is_action_just_pressed("reset"):
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fail_room()
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if room_started and current_tick < level_time+1:
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tick_timer += delta
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if tick_timer > level_tick:
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if current_tick == 11:
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fail_room()
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tick_timer = 0
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current_tick += 1
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print("Tick: " + str(current_tick))
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for i in pedestals.size():
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if i+1 == current_tick:
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var activated_pedestal = pedestals[i]
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activated_pedestal.mesh.mesh.material = pedestal_on_mat
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if activated_pedestal.has_command:
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print("broadcasting: " + activated_pedestal.placed_command.command_name)
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broadcast.emit(activated_pedestal.placed_command.command_name)
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chime_player.volume_db = 0
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chime_player.pitch_scale = 1
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chime_player.play()
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else:
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chime_player.volume_db = -10
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chime_player.pitch_scale = 0.5
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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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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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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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func start_room():
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print("START")
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room_started = true
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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 fail_room():
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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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# close exit, freeze player?
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pass
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func reset_room():
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print("RESETTING ROOM")
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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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current_tick = 0
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for i in pedestals.size():
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var activated_pedestal = pedestals[i]
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activated_pedestal.mesh.mesh.material = pedestal_off_mat
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# run if timer expires, resets puzzle
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# replace door
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# put player back in start room
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# reset timers
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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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func _on_player_object_clicked(object):
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if(object.name == "Terminal"):
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open_termimal()
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