Technically a game
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14
client/Scripts/Component/Pickup.gd
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14
client/Scripts/Component/Pickup.gd
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@ -0,0 +1,14 @@
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extends "res://Scripts/Component/Interactable.gd"
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export var item : String
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export var tip : String = ""
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func _ready():
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connect("interacted", self, "_on_interact")
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func _on_interact():
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player.add_item(item)
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if len(tip) >= 1:
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var gui = get_tree().root.get_node("World").get_node("GUI")
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gui.display_tip(tip)
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queue_free()
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12
client/Scripts/Component/TipArea.gd
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12
client/Scripts/Component/TipArea.gd
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@ -0,0 +1,12 @@
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extends Area2D
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export var tip = ""
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func _ready():
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connect("body_entered", self, "_on_body_enter")
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func _on_body_enter(body):
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if body.has_method("add_interactable"):
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var gui = get_tree().root.get_node("World").get_node("GUI")
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gui.display_tip(tip)
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queue_free()
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19
client/Scripts/Entities/Flashlight.gd
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19
client/Scripts/Entities/Flashlight.gd
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@ -0,0 +1,19 @@
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extends Node2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _process(delta):
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var rot = global_position.angle_to_point(get_global_mouse_position())
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rotation = rot + PI - get_parent().global_rotation
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if Input.is_action_just_pressed("toggle_flashlight"):
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$Light2D.enabled = !$Light2D.enabled
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$Glow.enabled = !$Glow.enabled
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45
client/Scripts/Entities/NPCs/Aura.gd
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45
client/Scripts/Entities/NPCs/Aura.gd
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@ -0,0 +1,45 @@
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extends Area2D
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var state = 0
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var timer : Timer
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func _ready():
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$Speaker.speaker_name = "Aura"
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connect("body_entered", self, "_on_body_enter")
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connect("body_exited", self, "_on_body_exit")
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func _on_body_enter(body):
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if body.has_method("add_interactable"):
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state = 1
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$Speaker.start_dialog("aura_meeting")
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func _process(delta):
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if state == 1 and not $Speaker.gui.is_in_dialog():
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$Sprite.frame = 0
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$Speaker.start_dialog("aura_meeting_gun")
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state = 2
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elif state == 2 and not $Speaker.gui.is_in_dialog():
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$"/root/MusicManager".stop()
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if not timer:
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timer = Timer.new()
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add_child(timer)
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timer.connect("timeout", self, "shoot_scene")
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timer.start(0.5)
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func shoot_scene():
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$AudioStreamPlayer.play()
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$CanvasLayer/Blood.show()
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timer.disconnect("timeout", self, "shoot_scene")
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timer.stop()
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timer.connect("timeout", self, "start_fade")
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timer.start(0.5)
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func start_fade():
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timer.stop()
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var fader = get_tree().root.get_node("World").get_node("Fader").get_child(0)
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fader.connect("fade_complete", self, "go_to_credits")
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fader.fade(2, false)
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func go_to_credits():
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get_tree().change_scene("res://Scenes/Credits.scn")
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@ -19,3 +19,4 @@ func _on_interact():
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func _on_dialog_exit():
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if state == 0:
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state = 1
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$Speaker.gui.display_tip("Press S and then SPACE\nto go down platforms")
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@ -4,8 +4,12 @@ func _ready():
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connect("interacted", self, "_on_interact")
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$Speaker.speaker = "fast_talker"
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$Speaker.speaker_name = "Dr.Thadd"
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$Speaker.connect("dialog_exited", self, "give_tip")
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$Speaker.start_dialog("intro_science")
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func _on_interact():
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$Speaker.start_dialog("intro_science_followup")
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func give_tip():
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$Speaker.gui.display_tip("Used A & D to move\nleft and right")
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$Speaker.disconnect("dialog_exited", self, "give_tip")
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@ -17,6 +17,20 @@ var motion : Vector2 = Vector2(0,0) # Player's current velocity
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var gui
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var interactables = []
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var items = []
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var equiped = null
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func add_item(item):
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items.append(item)
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equip_item(item)
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func equip_item(item):
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var node = get_node_or_null("Torso/RightArm/RightForearm/LeftHand/Node2D/" + item)
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if node:
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equiped = item
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node.show()
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else:
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print("Tried to equip: " + item + " but item was missing!")
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func add_interactable(interactable):
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interactables.append(interactable)
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@ -49,7 +63,7 @@ func _physics_process(delta):
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func user_input():
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if Input.is_action_just_pressed("ui_accept") and len(interactables) > 0 and not gui.is_in_dialog():
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if Input.is_action_just_pressed("interact") and len(interactables) > 0 and not gui.is_in_dialog():
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interactables[0].interact()
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if is_on_floor() and Input.is_action_just_pressed("ui_up") and Input.is_action_pressed("ui_down"):
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@ -1,8 +1,14 @@
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extends Node2D
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export var display_name = "Untitled"
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export var load_on_start = false
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export var music : AudioStream
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var loaded = false
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func is_loaded():
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return loaded
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func _ready():
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if load_on_start:
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load_zone()
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@ -13,7 +19,9 @@ func load_zone():
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if $"/root/MusicManager".stream != music:
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$"/root/MusicManager".play_stream(music)
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show()
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loaded = true
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func unload_zone():
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hide()
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loaded = false
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@ -12,6 +12,9 @@ func _on_body_entered(body):
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var child = parent.get_child(i)
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if child.has_method("load_zone"):
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if child.name == load_zone + "Zone":
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child.load_zone()
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if not child.is_loaded():
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child.load_zone()
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var gui = get_tree().root.get_node("World").get_node("GUI")
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gui.display_zone(child.display_name)
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else:
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child.unload_zone()
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@ -14,4 +14,4 @@ func _ready():
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func play_sound(audio_stream):
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audio_player.stream = audio_stream
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audio_player.play()
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#audio_player.play()
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@ -1,10 +1,23 @@
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extends CanvasLayer
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var in_dialog = false
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var tip_timer : Timer
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var zone_timer : Timer
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const TIP_FADE_RATE = 0.1
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const SHOW_TIP_TIME = 3
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const ZONE_FADE_RATE = 0.05
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const SHOW_ZONE_TIME = 3
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func _ready():
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$Dialog.hide()
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$Tip.hide()
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$ZoneLabel.hide()
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func is_in_dialog():
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return in_dialog or $Dialog.is_visible_in_tree()
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var in_dialog = false
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func current_dialog():
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return $Dialog/Textbox/Body.text
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@ -32,3 +45,65 @@ func add_choice(speaker : Node, choice_id : int, choice_text : String):
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func show_choices():
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$Dialog/Choices.show()
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func display_tip(tip):
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$Tip.modulate.a = 0
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$Tip.text = tip
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$Tip.show()
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if not tip_timer:
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tip_timer = Timer.new()
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add_child(tip_timer)
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tip_timer.disconnect("timeout", self, "fade_tip_out")
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tip_timer.disconnect("timeout", self, "start_fade_tip_out")
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tip_timer.connect("timeout", self, "fade_tip_in")
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tip_timer.start(TIP_FADE_RATE)
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func start_fade_tip_out():
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tip_timer.disconnect("timeout", self, "fade_tip_in")
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tip_timer.disconnect("timeout", self, "start_fade_tip_out")
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tip_timer.connect("timeout", self, "fade_tip_out")
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tip_timer.start(TIP_FADE_RATE)
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func fade_tip_in():
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$Tip.modulate.a = clamp($Tip.modulate.a + 0.1, 0, 1)
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if $Tip.modulate.a == 1:
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tip_timer.disconnect("timeout", self, "fade_tip_out")
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tip_timer.disconnect("timeout", self, "fade_tip_in")
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tip_timer.connect("timeout", self, "start_fade_tip_out")
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tip_timer.start(SHOW_TIP_TIME)
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func fade_tip_out():
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$Tip.modulate.a = clamp($Tip.modulate.a - 0.1, 0, 1)
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if $Tip.modulate.a == 0:
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tip_timer.stop()
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func display_zone(zone):
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$ZoneLabel.modulate.a = 0
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$ZoneLabel.text = "Entering: " + zone
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$ZoneLabel.show()
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if not zone_timer:
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zone_timer = Timer.new()
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add_child(zone_timer)
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zone_timer.disconnect("timeout", self, "fade_zone_out")
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zone_timer.disconnect("timeout", self, "start_fade_zone_out")
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zone_timer.connect("timeout", self, "fade_zone_in")
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zone_timer.start(ZONE_FADE_RATE)
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func start_fade_zone_out():
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zone_timer.disconnect("timeout", self, "fade_zone_in")
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zone_timer.disconnect("timeout", self, "start_fade_zone_out")
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zone_timer.connect("timeout", self, "fade_zone_out")
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zone_timer.start(ZONE_FADE_RATE)
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func fade_zone_in():
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$ZoneLabel.modulate.a = clamp($ZoneLabel.modulate.a + 0.1, 0, 1)
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if $ZoneLabel.modulate.a == 1:
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zone_timer.disconnect("timeout", self, "fade_zone_out")
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zone_timer.disconnect("timeout", self, "fade_zone_in")
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zone_timer.connect("timeout", self, "start_fade_zone_out")
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zone_timer.start(SHOW_ZONE_TIME)
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func fade_zone_out():
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$ZoneLabel.modulate.a = clamp($ZoneLabel.modulate.a - 0.1, 0, 1)
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if $ZoneLabel.modulate.a == 0:
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zone_timer.stop()
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