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extends Node
var activated = false
var effect_running = false
var slowness_remaining = 0
var iceland_remaining = 0
var atbash_activated = false
var queued_iceland = 0
var skip_available = false
var puzzle_focused = false
var solve_mode = false
var puzzle_to_skip = ""
var orig_env
var orig_walk
var orig_run
func _ready():
orig_env = get_tree().get_root().get_node("Spatial/player/pivot/camera").environment
orig_walk = get_tree().get_root().get_node("Spatial/player").walk_speed
orig_run = get_tree().get_root().get_node("Spatial/player").run_speed
var label = Label.new()
label.set_name("label")
label.margin_right = 1920.0 - 20.0
label.margin_top = 20.0
label.align = Label.ALIGN_RIGHT
label.valign = Label.VALIGN_TOP
var dynamic_font = DynamicFont.new()
dynamic_font.font_data = load("res://fonts/Lingo.ttf")
dynamic_font.size = 36
dynamic_font.outline_color = Color(0, 0, 0, 1)
dynamic_font.outline_size = 2
label.add_font_override("font", dynamic_font)
add_child(label)
func activate():
activated = true
for _i in range(0, queued_iceland):
trigger_iceland_trap()
queued_iceland = 0
func trigger_slowness_trap():
if slowness_remaining == 0:
var player = get_tree().get_root().get_node("Spatial/player")
player.walk_speed = orig_walk / 2.0
player.run_speed = orig_run / 2.0
slowness_remaining += 30
if not effect_running:
_process_effects()
func trigger_iceland_trap():
if not activated:
queued_iceland += 1
return
if iceland_remaining == 0:
get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(
load("res://environments/level_iceland.tres")
)
iceland_remaining += 60
if not effect_running:
_process_effects()
func trigger_atbash_trap():
if not atbash_activated:
atbash_activated = true
var apclient = global.get_node("Archipelago")
apclient.evaluateSolvability()
if not effect_running:
_process_effects()
func deactivate_atbash_trap():
if atbash_activated:
atbash_activated = false
var apclient = global.get_node("Archipelago")
apclient.evaluateSolvability()
func show_puzzle_skip_message(node_path):
var panel_input = get_tree().get_root().get_node(node_path)
if not panel_input.visible:
return
var ap_panel = panel_input.get_parent().get_parent().get_parent().get_parent().get_node(
"AP_Panel"
)
if not ap_panel.solvable:
return
puzzle_focused = true
puzzle_to_skip = node_path
_evaluate_puzzle_skip()
func hide_puzzle_skip_message():
puzzle_focused = false
_evaluate_puzzle_skip()
func enter_solve_mode():
solve_mode = true
_evaluate_puzzle_skip()
func exit_solve_mode():
solve_mode = false
_evaluate_puzzle_skip()
func skip_puzzle():
if not solve_mode and puzzle_focused:
var apclient = global.get_node("Archipelago")
if apclient.getAvailablePuzzleSkips() > 0:
apclient.usePuzzleSkip()
get_tree().get_root().get_node(puzzle_to_skip).complete()
func _evaluate_puzzle_skip():
if puzzle_focused and not solve_mode:
skip_available = true
if not effect_running:
_process_effects()
else:
skip_available = false
func _process_effects():
effect_running = true
while slowness_remaining > 0 or iceland_remaining > 0 or atbash_activated or skip_available:
var text = ""
if atbash_activated:
text += "Atbash Trap lasts until you solve a puzzle"
if skip_available:
var apclient = global.get_node("Archipelago")
if apclient.getAvailablePuzzleSkips() > 0:
if not text.empty():
text += "\n"
text += "Press P to skip puzzle (%d available)" % apclient.getAvailablePuzzleSkips()
if slowness_remaining > 0:
if not text.empty():
text += "\n"
text += "Slowness: %d seconds" % slowness_remaining
if iceland_remaining > 0:
if not text.empty():
text += "\n"
text += "Iceland: %d seconds" % iceland_remaining
self.get_node("label").text = text
yield(get_tree().create_timer(1.0), "timeout")
if slowness_remaining > 0:
slowness_remaining -= 1
if slowness_remaining == 0:
var player = get_tree().get_root().get_node("Spatial/player")
player.walk_speed = orig_walk
player.run_speed = orig_run
if iceland_remaining > 0:
iceland_remaining -= 1
if iceland_remaining == 0:
get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(
orig_env
)
self.get_node("label").text = ""
effect_running = false
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