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base.gd
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base.gd
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extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var player = $player
onready var anim = $anim
onready var coordslabel = $gui/bars/coords
onready var inventory = $gui/inventory
onready var bossui = $gui/boss
onready var shade = $gui/shade
onready var bosspause_timer = $bosspause_timer
onready var bars = $gui/bars
const room = preload("res://room/room.tscn")
onready var pause = $gui/pause
onready var mainmenu = $gui/mainmenu
onready var intro = $gui/intro
onready var keyhints = $gui/keyhints
onready var minimap = $gui/minimap
onready var map = $gui/map
onready var low_health = $gui/low_health
onready var death = $gui/death
onready var ending = $gui/ending
signal next
var freeze_timescale = 0.07
var curroom
var comefrom
var trans = false setget update_trans
var state = "play" setget update_state
var paused = false setget update_pause
var boss_move = true
onready var ost = $ost
onready var roomsound = $fade/room
const soundtracks = [preload("res://audio/ost/skitterdaddle.wav"), preload("res://audio/ost/depths.wav"), ]
var canuse = {
"use": false,
"fuse": false,
"take": false,
"attack": false,
"inventory": true,
"place key": false,
}
# states: play, inv, pause, cutscene, dialogue
func _ready():
# DEBUG - DELETE FOR PRODUCTION
# OS.set_current_screen(0)
# normal stuff
Options.load_options()
randomize()
ost()
update_pause(true)
update_state("paused")
func ost():
while true:
for audio in soundtracks:
ost.stream = audio
ost.playing = true
yield(ost, "finished")
func _process(delta):
if state == "play" && !paused:
Persistent.timer += delta
func start_game():
shade.visible = false
yield(Persistent.load_game(), "completed")
bossui.hide_all()
coordslabel.text = str(Persistent.coords.x) + " " + str(Persistent.coords.y)
# update player position (new door)
player.position = $up.position
curroom = room.instance()
add_child(curroom)
#update minimap
minimap.update_minimap()
update_pause(false)
update_state("play")
propagate_call("reset_item")
if Persistent.firstload:
intro.visible = true
intro()
Persistent.firstload = false
else:
intro.visible = false
update_trans(false)
if curroom.roomtype == "boss" && Persistent.genbosses[Persistent.coords]["alive"] == true:
boss_room(Persistent.genbosses[Persistent.coords]['name'])
yield(get_tree(), "idle_frame")
func intro():
update_state("cutscene")
intro.start_intro()
func save_and_quit(save = true):
update_pause(true)
update_state("paused")
if save:
Persistent.save_game()
mainmenu.returnto()
curroom.queue_free()
get_tree().call_group("room", "queue_free")
func goto(dirfrom):
update_trans(true)
# update new room coordinates
if dirfrom == "up":
Persistent.coords.y += 1
elif dirfrom == "left":
Persistent.coords.x -= 1
elif dirfrom == "right":
Persistent.coords.x += 1
elif dirfrom == "down":
Persistent.coords.y -= 1
comefrom = dirfrom
#save current room // todo!
# wait does it not do this lol. but it does??? huh. what. ok it does. i don't need to do this.
#deactivate prev room stuff
bossui.slow_hide_all()
roomsound.play()
# run "fade-out" animation
if dirfrom == "up":
anim.play("fromup")
curroom.anim.play("fromup")
elif dirfrom == "left":
anim.play("fromleft")
curroom.anim.play("fromleft")
elif dirfrom == "right":
anim.play("fromright")
curroom.anim.play("fromright")
else:
anim.play("fromdown")
curroom.anim.play("fromdown")
yield(anim, "animation_finished")
curroom.queue_free()
get_tree().call_group("room", "queue_free")
# update coordinates tag
coordslabel.text = str(Persistent.coords.x) + " " + str(Persistent.coords.y)
# update player position (new door)
player.position = get_node(dirfrom).position
curroom = room.instance()
add_child(curroom)
#update minimap
minimap.update_minimap()
# if !(curroom.roomtype == "boss" && Persistent.genbosses[Persistent.coords]["alive"] == true):
# "fade-in" transition
if dirfrom == "up":
anim.play_backwards("fromdown")
curroom.anim.play_backwards("fromdown")
elif dirfrom == "left":
anim.play_backwards("fromright")
curroom.anim.play_backwards("fromright")
elif dirfrom == "right":
anim.play_backwards("fromleft")
curroom.anim.play_backwards("fromleft")
else:
anim.play_backwards("fromup")
curroom.anim.play_backwards("fromup")
yield(anim, "animation_finished")
# continue the game
update_trans(false)
if curroom.roomtype == "boss" && Persistent.genbosses[Persistent.coords]["alive"] == true:
boss_room(Persistent.genbosses[Persistent.coords]['name'])
func _input(event):
if !trans && !paused && state in ["play", "inv"] && Input.is_action_just_pressed("inventory"):
inventory.toggle()
shade.visible = inventory.visible
if inventory.visible:
update_state("inv")
else:
update_state('play')
if !trans && !paused && state in ["play", "map"] && Input.is_action_just_pressed("map"):
map.toggle()
shade.visible = map.visible
if map.visible:
update_state("map")
else:
update_state('play')
if Input.is_action_just_pressed("pause") && !pause.on && !(state in ["respawn", "cutscene"]) && mainmenu.visible == false:
if inventory.visible:
inventory.visible = false
shade.visible = false
update_state('play')
elif map.visible:
map.visible = false
shade.visible = false
update_state('play')
else:
pause.turnon()
update_pause(pause.on)
if Input.is_action_just_pressed("ui_accept") && state in ['cutscene', 'dialogue']:
emit_signal("next")
func update_state(newstate):
if newstate == "play":
player.canmove = true
else:
player.canmove = false
state = newstate
func update_weapon():
if Persistent.weapon:
canuse["attack"] = true
else:
canuse["attack"] = false
keyhints.update_keyhints()
func update_pickup(can): #whether player is able to pick up anything
canuse["take"] = can
keyhints.update_keyhints()
var bossmove_prev = true
func update_pause(newpause):
if newpause == false:
player.canmove = true
if bossmove_prev:
boss_move = true
bosspause_timer.paused = false
if paused:
propagate_call("call_pause", [false])
else: #is paused
propagate_call("call_pause", [true])
player.canmove = false
bossmove_prev = boss_move
bosspause_timer.paused = true
boss_move = false
paused = newpause
func update_trans(newval):
if newval:
player.canmove = false
update_state("pause")
else:
player.canmove = true
update_state("play")
boss_move = false
bosspause_timer.start()
trans = newval
func boss_room(boss):
bossui.set_boss(boss)
func _on_bosspause_timer_timeout():
boss_move = true
func die(damagesource):
player.canmove = false
update_pause(true)
update_state("respawn")
shade.visible = true
death.death(damagesource)
func endgame():
player.canmove=false
update_pause(true)
update_state("cutscene")
yield(ending.endgame(), "completed")
player.canmove = true
update_pause(false)
update_state("play")
func freeze_engine(time):
Engine.time_scale = freeze_timescale
yield(get_tree().create_timer(freeze_timescale * time), "timeout")
Engine.time_scale = 1
func update_keymaps():
keyhints.update_keys()