Added fail state and restart loop
This commit is contained in:
parent
afa41007bf
commit
524eced2db
6
GUI.gd
6
GUI.gd
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@ -26,10 +26,8 @@ func _draw():
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draw_texture(cursor, pos1, Color.yellow)
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draw_texture(cursor, pos1, Color.yellow)
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if p1_s > 0:
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if p1_s > 0:
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var mouse_pos = get_viewport().get_mouse_position()
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var mouse_pos = get_parent().get_cursor_snapped_position()
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if $Hotbar.get_rect().has_point(mouse_pos):
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if mouse_pos.x >= 0: # Not much point checking y too
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return
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mouse_pos = Vector2(floor(mouse_pos.x/8)*8, floor(mouse_pos.y/8)*8)
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draw_texture(cursor_sprites[p1_s], mouse_pos, Color(0.75, 0.75, 0.75, 0.75))
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draw_texture(cursor_sprites[p1_s], mouse_pos, Color(0.75, 0.75, 0.75, 0.75))
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@ -0,0 +1,229 @@
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[gd_scene load_steps=24 format=2]
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[ext_resource path="res://FranticFactoryLogo.png" type="Texture" id=1]
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[ext_resource path="res://assets/UI_Start_Button.tres" type="DynamicFont" id=2]
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[ext_resource path="res://assets/styles/MainSplashButton.tres" type="StyleBox" id=3]
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[ext_resource path="res://assets/styles/MainSplashButtonYellow.tres" type="StyleBox" id=4]
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[ext_resource path="res://assets/styles/MainSplashButtonBlack.tres" type="StyleBox" id=5]
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[ext_resource path="res://MainSplash.gd" type="Script" id=6]
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[ext_resource path="res://assets/UI_Youdied.tres" type="DynamicFont" id=7]
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[sub_resource type="VisualShaderNodeInput" id=1]
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input_name = "color"
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[sub_resource type="VisualShaderNodeColorOp" id=2]
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output_port_for_preview = 0
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operator = 2
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[sub_resource type="VisualShaderNodeScalarFunc" id=3]
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output_port_for_preview = 0
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function = 0
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[sub_resource type="VisualShaderNodeScalarOp" id=4]
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[sub_resource type="VisualShaderNodeScalarFunc" id=5]
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output_port_for_preview = 0
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function = 12
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[sub_resource type="VisualShaderNodeScalarOp" id=6]
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default_input_values = [ 0, 0.0, 1, 0.15708 ]
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operator = 2
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[sub_resource type="VisualShaderNodeInput" id=7]
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input_name = "time"
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[sub_resource type="VisualShaderNodeInput" id=8]
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input_name = "screen_uv"
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[sub_resource type="VisualShaderNodeScalarOp" id=9]
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operator = 1
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[sub_resource type="VisualShaderNodeVectorDecompose" id=10]
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[sub_resource type="VisualShaderNodeScalarOp" id=11]
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[sub_resource type="VisualShaderNodeScalarFunc" id=12]
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function = 17
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[sub_resource type="VisualShaderNodeScalarOp" id=13]
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output_port_for_preview = 0
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default_input_values = [ 0, 0.0, 1, 0.33 ]
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operator = 9
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[sub_resource type="VisualShaderNodeScalarOp" id=14]
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default_input_values = [ 0, 0.0, 1, 20.0 ]
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operator = 2
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[sub_resource type="VisualShader" id=15]
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code = "shader_type canvas_item;
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void vertex() {
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// Output:0
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}
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void fragment() {
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// Input:10
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vec3 n_out10p0 = COLOR.rgb;
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// Input:3
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vec3 n_out3p0 = vec3(SCREEN_UV, 0.0);
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// VectorDecompose:5
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float n_out5p0 = n_out3p0.x;
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float n_out5p1 = n_out3p0.y;
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float n_out5p2 = n_out3p0.z;
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// ScalarOp:4
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float n_out4p0 = n_out5p0 - n_out5p1;
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// ScalarOp:9
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float n_in9p1 = 20.00000;
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float n_out9p0 = n_out4p0 * n_in9p1;
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// Input:2
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float n_out2p0 = TIME;
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// ScalarOp:15
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float n_in15p1 = 0.15708;
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float n_out15p0 = n_out2p0 * n_in15p1;
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// ScalarFunc:12
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float n_out12p0 = sin(n_out15p0);
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// ScalarOp:13
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float n_out13p0 = n_out2p0 + n_out12p0;
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// ScalarOp:6
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float n_out6p0 = n_out9p0 + n_out13p0;
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// ScalarFunc:7
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float n_out7p0 = fract(n_out6p0);
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// ScalarFunc:14
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float n_out14p0 = abs(n_out12p0);
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// ScalarOp:8
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float n_out8p0 = step(n_out7p0, n_out14p0);
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// ColorOp:11
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vec3 n_out11p0 = min(n_out10p0, vec3(n_out8p0));
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// Output:0
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COLOR.rgb = n_out11p0;
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}
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void light() {
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// Output:0
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}
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"
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mode = 1
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flags/light_only = false
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nodes/fragment/0/position = Vector2( 1120, 20 )
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nodes/fragment/2/node = SubResource( 7 )
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nodes/fragment/2/position = Vector2( 20, 220 )
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nodes/fragment/3/node = SubResource( 8 )
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nodes/fragment/3/position = Vector2( 0, 60 )
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nodes/fragment/4/node = SubResource( 9 )
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nodes/fragment/4/position = Vector2( 220, 40 )
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nodes/fragment/5/node = SubResource( 10 )
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nodes/fragment/5/position = Vector2( 0, 120 )
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nodes/fragment/6/node = SubResource( 11 )
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nodes/fragment/6/position = Vector2( 500, 160 )
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nodes/fragment/7/node = SubResource( 12 )
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nodes/fragment/7/position = Vector2( 620, 80 )
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nodes/fragment/8/node = SubResource( 13 )
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nodes/fragment/8/position = Vector2( 800, 80 )
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nodes/fragment/9/node = SubResource( 14 )
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nodes/fragment/9/position = Vector2( 380, 40 )
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nodes/fragment/10/node = SubResource( 1 )
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nodes/fragment/10/position = Vector2( 780, 20 )
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nodes/fragment/11/node = SubResource( 2 )
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nodes/fragment/11/position = Vector2( 960, 20 )
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nodes/fragment/12/node = SubResource( 3 )
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nodes/fragment/12/position = Vector2( 180, 300 )
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nodes/fragment/13/node = SubResource( 4 )
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nodes/fragment/13/position = Vector2( 320, 180 )
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nodes/fragment/14/node = SubResource( 5 )
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nodes/fragment/14/position = Vector2( 360, 320 )
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nodes/fragment/15/node = SubResource( 6 )
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nodes/fragment/15/position = Vector2( 20, 280 )
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nodes/fragment/connections = PoolIntArray( 5, 0, 4, 0, 5, 1, 4, 1, 6, 0, 7, 0, 7, 0, 8, 0, 4, 0, 9, 0, 10, 0, 11, 0, 8, 0, 11, 1, 11, 0, 0, 0, 3, 0, 5, 0, 2, 0, 13, 0, 9, 0, 6, 0, 13, 0, 6, 1, 12, 0, 14, 0, 14, 0, 8, 1, 12, 0, 13, 1, 15, 0, 12, 0, 2, 0, 15, 0 )
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[sub_resource type="ShaderMaterial" id=16]
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shader = SubResource( 15 )
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[node name="MainSplash" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource( 6 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ColorRect" type="ColorRect" parent="."]
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material = SubResource( 16 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color( 1, 0, 0, 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="MainLogo" type="TextureRect" parent="."]
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modulate = Color( 1, 1, 1, 0.486275 )
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 4
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size_flags_vertical = 4
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texture = ExtResource( 1 )
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expand = true
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stretch_mode = 6
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="StartButton" type="Button" parent="."]
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anchor_left = 0.5
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anchor_top = 1.0
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anchor_right = 0.5
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anchor_bottom = 1.0
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margin_left = -50.0
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margin_top = -40.0
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margin_right = 50.0
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margin_bottom = -10.0
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focus_mode = 0
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custom_styles/hover = ExtResource( 3 )
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custom_styles/pressed = ExtResource( 4 )
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custom_styles/normal = ExtResource( 5 )
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custom_fonts/font = ExtResource( 2 )
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shortcut_in_tooltip = false
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text = "Restart"
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__meta__ = {
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"_edit_lock_": true,
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"_edit_use_anchors_": false
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}
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[node name="Label" type="Label" parent="."]
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_vertical = 1
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custom_fonts/font = ExtResource( 7 )
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custom_colors/font_color = Color( 0, 0, 0, 1 )
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text = "A machine overheated
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You died"
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align = 1
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valign = 1
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[connection signal="pressed" from="StartButton" to="." method="_on_StartButton_pressed"]
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29
Main.gd
29
Main.gd
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@ -25,26 +25,45 @@ func update_cursor(size):
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var game_starting_tween = null
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var game_starting_tween = null
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func _on_MainSplash_start_pressed():
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func _on_MainSplash_start_pressed():
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if not game_starting_tween:
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if (not game_starting_tween) and splash:
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start_game()
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start_game()
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onready var splash = $"GUI/MainSplash"
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var map = null
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const splash_scroll_time = 0.67
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const splash_scroll_time = 0.67
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func start_game():
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func start_game():
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game_starting_tween = Tween.new()
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game_starting_tween = Tween.new()
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add_child(game_starting_tween)
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add_child(game_starting_tween)
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game_starting_tween.interpolate_property($"GUI/MainSplash", "anchor_top", 0, 1, splash_scroll_time)
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game_starting_tween.interpolate_property(splash, "anchor_top", 0, 1, splash_scroll_time)
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game_starting_tween.interpolate_property($"GUI/MainSplash", "anchor_bottom", 1, 2, splash_scroll_time)
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game_starting_tween.interpolate_property(splash, "anchor_bottom", 1, 2, splash_scroll_time)
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game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_top", 2, 1, splash_scroll_time)
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game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_top", 2, 1, splash_scroll_time)
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game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_bottom", 2, 1, splash_scroll_time)
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game_starting_tween.interpolate_property($"GUI/Hotbar", "anchor_bottom", 2, 1, splash_scroll_time)
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game_starting_tween.start()
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game_starting_tween.start()
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var timer = get_tree().create_timer(splash_scroll_time)
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var timer = get_tree().create_timer(splash_scroll_time)
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timer.connect("timeout", self, "remove_splash")
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timer.connect("timeout", self, "remove_splash")
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add_child_below_node($bgm, map1.instance())
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map = map1.instance()
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add_child_below_node($bgm, map)
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func remove_splash():
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func remove_splash():
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remove_child(game_starting_tween)
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remove_child(game_starting_tween)
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game_starting_tween.queue_free()
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game_starting_tween.queue_free()
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game_starting_tween = null
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game_starting_tween = null
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var splash = $"GUI/MainSplash"
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$GUI.remove_child(splash)
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$GUI.remove_child(splash)
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splash.queue_free()
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splash.queue_free()
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splash = null
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func get_cursor_snapped_position():
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var mouse_pos = get_viewport().get_mouse_position()
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if $"GUI/Hotbar".get_rect().has_point(mouse_pos):
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return Vector2(-1, -1)
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return Vector2(floor(mouse_pos.x/8)*8, floor(mouse_pos.y/8)*8)
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var gameover_splash = preload("res://GameoverSplash.tscn")
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func game_over():
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splash = gameover_splash.instance()
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$GUI.add_child(splash)
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splash.connect("start_pressed", self, "_on_MainSplash_start_pressed")
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remove_child(map)
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map.queue_free()
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map = null
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[gd_resource type="DynamicFont" load_steps=2 format=2]
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[ext_resource path="res://assets/NotoSans.tres" type="DynamicFontData" id=1]
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[resource]
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size = 40
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outline_size = 2
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outline_color = Color( 1, 1, 0, 1 )
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font_data = ExtResource( 1 )
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@ -67,6 +67,8 @@ func _process(delta):
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return
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return
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self.working = false
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self.working = false
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idle_time += delta
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idle_time += delta
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if idle_time >= max_idle_time:
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$"/root/Main".game_over()
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var overspeed = clamp(floor(idle_time/2)*2, 1, 8)
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var overspeed = clamp(floor(idle_time/2)*2, 1, 8)
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$sprite.material.set_shader_param('rps', overspeed*anim_speed)
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$sprite.material.set_shader_param('rps', overspeed*anim_speed)
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else:
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else:
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