channel-switcher/games/platformer/platformer_channel.gd

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GDScript3
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extends Channel
var platformer_online : bool = true
func _ready() -> void:
#GameManager.end_platformer.connect(end_channel) #maybe?
pass
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func _process(delta: float) -> void:
offline_channel_cover.visible = channel_mode == Mode.Offline
static_channel_cover.visible = channel_mode == Mode.Static
if platformer_online :
modulate = Color.WHITE
else:
modulate = Color.DIM_GRAY
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result_realness -= delta
result_cover.modulate = Color(1,1,1,result_realness)
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func start_specific_channel(scene : PackedScene):
var new_scene = scene.instantiate()
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new_scene.game_win.connect(win_channel)
new_scene.game_lose.connect(lose_channel)
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game_viewport.add_child(new_scene)
channel_mode = Mode.Online
func start_channel():
#start_specific_channel(channel_scene)
print("we do a bit of ovveridng")
platformer_online = true
GameManager.start_platformer.emit()
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func end_channel():
#channel_mode = Mode.Static
#modulate = Color.DIM_GRAY
platformer_online = false
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# TODO: a bunch of stuff here
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## bro what did you mean when you meant this T_T
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#game_viewport.get_child(0).queue_free()