Tough_Crowd/godot/scenes/Tim.gd

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GDScript3
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class_name Comedian
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extends Node2D
@export var move_speed = 100
@export var boundary: Boundary
@export var tim_sprite: Sprite2D
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@export var transmitter_area: Area2D
@export var stamina: int = 100
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var default_texture: Texture2D = load("res://sprites/tim_side.png")
var ducking_texture: Texture2D = load("res://sprites/tim_ducking.svg")
var last_joke: Joke
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# Called when the node enters the scene tree for the first time.
func _ready():
Signals.hit_tim.connect(ouch)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if $AnimationPlayer.is_playing():
return
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if Input.is_action_pressed("move_right"):
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tim_sprite.flip_h = true
global_position += Vector2.RIGHT * delta * move_speed
if global_position.x > boundary.get_most_right_position():
global_position = Vector2(boundary.get_most_right_position(), global_position.y)
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if Input.is_action_pressed("move_left"):
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tim_sprite.flip_h = false
global_position += Vector2.LEFT * delta * move_speed
if global_position.x < boundary.get_most_left_position():
global_position = Vector2(boundary.get_most_left_position(), global_position.y)
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func _disable_buttons():
$"Joke Buttons".hide()
$"Joke Buttons".process_mode = Node.PROCESS_MODE_DISABLED
func _enable_buttons():
$"Joke Buttons".show()
$"Joke Buttons".process_mode = Node.PROCESS_MODE_INHERIT
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func _on_joke_button_button_pressed(joke: Joke):
last_joke = joke
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stamina -= joke.required_stamina
_disable_buttons()
_start_joke_for_audience()
$AnimationPlayer.play("talking")
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func _get_targeted_audience_members(target_all: bool):
if target_all:
return _get_all_targeted_audience_members()
return _get_targeted_audience_members_in_target_area()
func _get_all_targeted_audience_members() -> Array[AudienceMember]:
var crowd = get_node("/root/IngameScene/Crowd")
return crowd.audience
func _get_targeted_audience_members_in_target_area() -> Array[AudienceMember]:
var arr: Array[AudienceMember]
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for body in transmitter_area.get_overlapping_bodies():
var person = body.find_parent("Person")
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if not (person is AudienceMember):
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continue
arr.append(person)
return arr
func _start_joke_for_audience():
for person in _get_targeted_audience_members(true):
person.on_joke_start()
func _tell_joke_for_audience(joke: Joke, target_all: bool):
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for person in _get_targeted_audience_members(target_all):
person.on_hear_joke(joke)
func _finish_joke_for_audience():
for person in _get_targeted_audience_members(true):
person.on_joke_finish()
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func _on_stamina_empty():
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get_node("../DisplayGUI").visible = false
var fade = get_node("/root/IngameScene/UI/FadeOverlay")
fade.modulate.a = fade.minimum_opacity
fade.visible = true
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get_node("/root/IngameScene/UI/Curtain").visible = true
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get_viewport().set_input_as_handled()
get_tree().paused = true
var score_overlay = get_node("/root/IngameScene/UI/ScoreOverlay")
score_overlay.get_node("VBoxContainer3/FinalScore").text = str(int(get_node("/root/IngameScene/Crowd").overall_mood))
score_overlay.grab_button_focus()
score_overlay.visible = true
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pass
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func ouch():
$Sprite2D.texture = ducking_texture
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var bottle_joke = Joke.get_bottle_joke()
_start_joke_for_audience()
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stamina -= bottle_joke.required_stamina
await get_tree().create_timer(1).timeout
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$Sprite2D.texture = default_texture
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_tell_joke_for_audience(bottle_joke, true)
_finish_joke_for_audience()
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if stamina <= 0:
_on_stamina_empty()
func _on_animation_player_animation_finished(anim_name):
_tell_joke_for_audience(last_joke, false)
_finish_joke_for_audience()
if stamina <= 0:
_on_stamina_empty()
else:
_enable_buttons()