80 lines
1.7 KiB
GDScript
80 lines
1.7 KiB
GDScript
extends Control
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@export var TitleScreen: PackedScene
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@export var Office: PackedScene
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@export var Bedroom: PackedScene
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@export var TextScreens: PackedScene
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#Adding Scenes
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var title_screen = TitleScreen.instantiate()
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var office = Office.instantiate()
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var bedroom = Bedroom.instantiate()
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var text_screens = TextScreens.instantiate()
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add_child(title_screen)
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add_child(office)
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add_child(bedroom)
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add_child(text_screens)
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#Naming Scenes
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title_screen.name = "TitleScreen"
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office.name = "Office"
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bedroom.name = "Bedroom"
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text_screens.name = "TextScreens"
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#Hiding Scenes
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title_screen.hide()
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office.hide()
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bedroom.hide()
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#Showing TitleScreen
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title_screen.show()
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#Connecting Signals
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title_screen.connect("new_game_pressed", _on_new_game_pressed)
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#get_tree().change_scene_to_file("res://corridor.tscn")
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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# Starts a new game
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func _on_new_game_pressed():
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var text_container = $TextScreens/MarginContainer/IntroBoxContainer/TextContainer
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transition("big", [$TitleScreen], [$TextScreens, text_container.get_child(0)])
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await $TextScreens.on_transition_finished
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for i in 4:
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transition("small", [text_container.get_child(i)], [text_container.get_child(i+1)])
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await $TextScreens.on_transition_finished
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# Takes care of fading transitions between scenes
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func transition(size, scenes_to_hide, scenes_to_show):
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TransitionScreen.transition(size)
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await TransitionScreen.on_fading_finished
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for scene in scenes_to_hide:
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scene.hide()
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for scene in scenes_to_show:
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scene.show()
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