#ifndef TRACKER_FRAME_H_86BD8DFB
#define TRACKER_FRAME_H_86BD8DFB
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
class TrackerPanel;
wxDECLARE_EVENT(STATE_CHANGED, wxCommandEvent);
wxDECLARE_EVENT(STATUS_CHANGED, wxCommandEvent);
class TrackerFrame : public wxFrame {
public:
TrackerFrame();
void SetStatusMessage(std::string message);
void UpdateIndicators();
private:
void OnExit(wxCommandEvent &event);
void OnAbout(wxCommandEvent &event);
void OnConnect(wxCommandEvent &event);
void OnCheckForUpdates(wxCommandEvent &extends Node
var activated = false
var effect_running = false
var slowness_remaining = 0
var iceland_remaining = 0
var atbash_remaining = 0
var queued_iceland = 0
var skip_available = false
var puzzle_focused = false
var solve_mode = false
var not_behind_wall = false
var puzzle_to_skip = ""
var text_dirty = true
var orig_env
var orig_walk
var orig_run
var wallcast
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
wallcast = get_tree().get_root().get_node("Spatial/player/pivot/camera/wallcast")
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)
var slowness_timer = Timer.new()
slowness_timer.name = "SlownessTimer"
slowness_timer.wait_time = 1.0
add_child(slowness_timer)
slowness_timer.connect("timeout", self, "_tick_slowness")
var iceland_timer = Timer.new()
iceland_timer.name = "IcelandTimer"
iceland_timer.wait_time = 1.0
add_child(iceland_timer)
iceland_timer.connect("timeout", self, "_tick_iceland")
func activate():
activated = true
if queued_iceland > 0:
trigger_iceland_trap(queued_iceland)
queued_iceland = 0
func trigger_slowness_trap(length = 30):
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
$SlownessTimer.start()
slowness_remaining += length
text_dirty = true
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func trigger_iceland_trap(length = 60):
if not activated:
queued_iceland += length
return
if iceland_remaining == 0:
get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(
load("res://environments/level_iceland.tres")
)
$IcelandTimer.start()
iceland_remaining += length
text_dirty = true
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func trigger_atbash_trap():
var newly_atbash = (atbash_remaining == 0)
atbash_remaining += 1
if newly_atbash:
var apclient = global.get_node("Archipelago")
apclient.evaluateSolvability()
text_dirty = true
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func deactivate_atbash_trap():
if atbash_remaining > 0:
atbash_remaining -= 1
if atbash_remaining == 0:
var apclient = global.get_node("Archipelago")
apclient.evaluateSolvability()
text_dirty = true
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func show_puzzle_skip_message(node_path):
if puzzle_focused and node_path != puzzle_to_skip:
hide_puzzle_skip_message()
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_or_null(
"AP_Panel"
)
if ap_panel == null or not ap_panel.solvable:
return
puzzle_focused = true
wallcast.enabled = true
not_behind_wall = false
text_dirty = true
puzzle_to_skip = node_path
_evaluate_puzzle_skip()
func hide_puzzle_skip_message():
puzzle_focused = false
wallcast.enabled = false
not_behind_wall = false
text_dirty = true
_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
else:
skip_available = false
text_dirty = true
func _tick_slowness():
slowness_remaining -= 1
text_dirty = true
if slowness_remaining == 0:
var player = get_tree().get_root().get_node("Spatial/player")
player.walk_speed = orig_walk
player.run_speed = orig_run
$SlownessTimer.stop()
if slowness_remaining % 5 == 0:
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func _tick_iceland():
iceland_remaining -= 1
text_dirty = true
if iceland_remaining == 0:
get_tree().get_root().get_node("Spatial/player/pivot/camera").set_environment(
orig_env
)
$IcelandTimer.stop()
if iceland_remaining % 5 == 0:
var apclient = global.get_node("Archipelago")
apclient.saveLocaldata()
func _process(_delta):
if puzzle_focused:
var should_nbw = false
if wallcast.is_colliding():
var player = get_tree().get_root().get_node("Spatial/player")
var puzzlecast = player.get_node("pivot/camera/RayCast_sight")
var distance = puzzlecast.get_collision_point().distance_to(wallcast.get_collision_point())
should_nbw = (distance < 0.05)
if should_nbw != not_behind_wall:
not_behind_wall = should_nbw
text_dirty = true
if text_dirty:
text_dirty = false
var text = ""
if atbash_remaining == 1:
text += "Atbash Trap lasts until you solve a puzzle"
if atbash_remaining > 1:
text += ("Atbash Trap lasts until you solve %d puzzles" % atbash_remaining)
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
if skip_available and not_behind_wall:
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()
self.get_node("label").text = text