76 lines
2.5 KiB
GDScript
76 lines
2.5 KiB
GDScript
extends Node2D
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#enum { PLAYING, GOING_IN, INSIDE, COMING_OUT}
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#var status = PLAYING
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enum Phase { START, CLEAN, POISON, KNIFE, SQUID, HEATER, ANGLER, NEXT }
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var phase = Phase.START
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func _ready() -> void:
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randomize()
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modulate = Color(0,0,0,1)
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blackout()
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed:
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$Fish.fire_pellet() # Fire a pellet if appropriate and able
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static func random_position(area: CollisionShape2D) -> Vector2:
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var _topleft : Vector2 = area.global_position - area.shape.extents
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var _botright : Vector2 = area.global_position + area.shape.extents
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var _x = rand_range(_topleft.x, _botright.x)
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var _y = rand_range(_topleft.y, _botright.y)
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return Vector2(_x, _y)
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func _on_HazardTimer_timeout() -> void:
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if phase == Phase.CLEAN or phase == Phase.POISON:
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var poison_scene = load("res://Hazards/Poison/Poison.tscn")
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var poison = poison_scene.instance()
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if phase == Phase.CLEAN:
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poison.modulate = Color(1,1,1,1)
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add_child(poison)
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poison.position = random_position($HazardSpawner)
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func blackout() -> void:
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if not phase == Phase.START:
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yield($Fish.go_inside(), "completed")
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if not modulate == Color(0,0,0,1):
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$TweenBlackout.interpolate_property(self, "modulate", modulate, Color(0,0,0,1), 2, Tween.TRANS_LINEAR, Tween.EASE_IN)
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$TweenBlackout.start()
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yield($TweenBlackout, "tween_completed")
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next_phase()
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$House/HouseEyes.visible = false
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$House/HouseRight.z_index = $House/HouseLeft.z_index
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print(phase)
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if phase == Phase.POISON:
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$SurvivePoisonTimer.start()
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if not phase == Phase.CLEAN:
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$Fish.position = $House/RightEntrance.get_global_position() + Vector2(0,-100)
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$Fish.global_rotation_degrees = 180
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$Fish/AnimatedSprite.flip_v = true
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$Fish.visible = true
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$Fish.destination = $House/LeftEntrance.get_global_position()+Vector2(0,-100)
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$Fish/TweenSwim.interpolate_property($Fish, "position", $Fish.get_global_position(), $House/LeftEntrance.get_global_position()+Vector2(0,-100), 2, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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$Fish/TweenSwim.start()
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$TweenBlackout.interpolate_property(self, "modulate", modulate, Color(1,1,1,1), 2, Tween.TRANS_LINEAR, Tween.EASE_IN)
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$TweenBlackout.start()
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yield($TweenBlackout, "tween_completed")
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$Fish.invincible = false
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func next_phase() -> void:
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if phase == Phase.CLEAN: # Clean tank of pellets before poison phase
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var pellets = get_tree().get_nodes_in_group("Pellets")
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for pellet in pellets:
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pellet.queue_free()
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phase += 1
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func _on_SurvivePoisonTimer_timeout() -> void:
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blackout()
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