global takeover of transition_speed variable

This commit is contained in:
Haze Weathers 2024-02-27 19:26:35 -05:00
parent ddafe49d12
commit bfbc0dfd2b
18 changed files with 42 additions and 42 deletions

View file

@ -141,7 +141,7 @@ func tally_scores() -> void:
func change_map(map: PackedScene) -> void:
get_tree().paused = true
can_pause = false
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
can_pause = true
# save deaths
@ -276,7 +276,7 @@ func _on_player_died() -> void:
yield(time_tween, "finished")
yield(get_tree().create_timer(1.0 * 0.1), "timeout")
Engine.time_scale = 1.0
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
var map = get_map()
var gover = load("res://menus/game_over.tscn").instance()

View file

@ -1,17 +1,17 @@
extends Node2D
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
Audio.play_music(load("res://audio/music/intro.ogg"))
$VoiceOver.play()
func _input(event):
if Input.is_action_just_pressed("ui_accept"):
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
func _on_AnimationPlayer_animation_finished(anim_name):
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()

View file

@ -15,7 +15,7 @@ var collectible_bonus = false
func _ready():
get_tree().paused = true
Game.can_pause = false
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
Fade.connect("fade_finished", get_tree(), "set_pause", [false], CONNECT_ONESHOT)
Fade.connect("fade_finished", Game, "set", ["can_pause", true], CONNECT_ONESHOT)
Audio.play_music(music)

View file

@ -53,7 +53,7 @@ func _ready() -> void:
chosen_name.text = ""
file.name = ""
# fade in
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
# focus the difficulty
$"%Spicy".call_deferred("grab_focus")
@ -69,13 +69,13 @@ func _set_difficulty(value: int) -> void:
func _difficulty_selected() -> void:
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
$"%DifficultySelect".queue_free()
$"%NameEntry".visible = true
get_tree().paused = false
Game.use_lives = false
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
func _on_letter_chosen(letter: String) -> void:
if file.name.length() < 8:
@ -104,7 +104,7 @@ func _on_player_teleport_finished() -> void:
file.save_to_file()
Save.current_file = file
Game.difficulty = file.difficulty
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
get_tree().paused = false
SceneManager.current_scene = load("res://cutscenes/intro_story.tscn").instance()

View file

@ -8,12 +8,12 @@ onready var flavor_text = $FlavorText
onready var delete_background = $DeleteBackground
func _ready() -> void:
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
$SelectFile1.call_deferred("grab_focus")
func _on_file_loaded() -> void:
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = next_scene.instance()

View file

@ -31,7 +31,7 @@ func select() -> void:
# empty file, so go to file creation screen
else:
# wait for fade
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
# create new file and give it to the file create screen
var file_create = FileCreate.instance()

View file

@ -5,14 +5,14 @@ onready var exit_button = $Panel/Exit
# Called when the node enters the scene tree for the first time.
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
get_tree().paused = true
retry_button.grab_focus()
Audio.ac_music.stream_paused = false
Audio.play_music(load("res://audio/music/74(game_over).ogg"))
func _on_Exit_button_down():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
get_tree().paused = false
SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()

View file

@ -30,7 +30,7 @@ onready var shards_needed: Label = $"%ShardsNeeded"
func _ready() -> void:
$ShardCount.text = "%02d" % Save.current_file.get_total_shards()
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
Audio.ac_music.stop()
# set initial offset
LevelData.levels[selected_level].save_id

View file

@ -3,7 +3,7 @@ extends Node
onready var continue_button = $Panel/Continue
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
#Grey out continue if no save files
yield(get_tree(),"idle_frame")
print(Save.current_file)
@ -17,31 +17,31 @@ func _ready():
Vector2( 0.83205, 0.5547 )
func _on_Continue_button_down():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
func _on_FileSelect_button_down():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/file_select.tscn").instance()
func _on_Exit_button_down():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
get_tree().quit()
func _on_SoundTest_button_down():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/sound_test.tscn").instance()
func _on_HighScores_button_down() -> void:
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/scoreboards.tscn").instance()

View file

@ -4,12 +4,12 @@ onready var tab_container: TabContainer = $"%TabContainer"
func _ready() -> void:
visible = false
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
visible = true
yield(get_tree(), "idle_frame")
grab_focus()
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
if not Ngio.keys_loaded:
tab_container.current_tab = 2
return

View file

@ -25,7 +25,7 @@ func _ready() -> void:
yield(get_tree(), "idle_frame")
self.add_child(text_3d)
text_3d.animation_player.set_speed_scale(0)
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
# fill in shard names
var level: LevelEntry = LevelData.levels[Game.current_level]
for i in 5:
@ -51,7 +51,7 @@ func final_score():
func _on_AnimationPlayer_animation_finished(anim_name):
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
if Debug.is_cheating == false:
SceneManager.change_scene(SubmitScore.instance())

View file

@ -3,11 +3,11 @@ extends Node2D
onready var label = $TextBlock/Label
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
label.text = label.text % str(Save.current_file.name)
func _input(event):
if Input.is_action_just_pressed("ui_accept"):
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = load("res://menus/intro_story.tscn").instance()

View file

@ -33,7 +33,7 @@ onready var next_board: TextureRect = $"%NextBoard"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
yield(get_tree(), "idle_frame")
level_title.text = LevelData.levels[selected_level].title
level_title.grab_focus()
@ -48,7 +48,7 @@ func _ready() -> void:
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"):
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = preload("res://menus/main_menu.tscn").instance()

View file

@ -1,4 +1,4 @@
extends Control
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)

View file

@ -9,27 +9,27 @@ onready var godot: TextureRect = $Godot
func _ready() -> void:
yield(get_tree().create_timer(0.5), "timeout")
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
team_sg.visible = true
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(1.0), "timeout")
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(0.5), "timeout")
godot.visible = true
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(1.0), "timeout")
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
_next_screen()
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("ui_accept"):
skipping = true
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
_next_screen()
free()

View file

@ -17,7 +17,7 @@ func _ready() -> void:
yield(get_tree(), "idle_frame")
print(_scoreboard_tag)
$"%YesScore".grab_focus()
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
func _on_YesScore_pressed() -> void:
@ -58,7 +58,7 @@ func _on_NoTime_pressed() -> void:
func _next_screen() -> void:
Game.clear_collectibles()
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.change_scene(LevelSelect.instance())

View file

@ -23,7 +23,7 @@ func _input(event):
has_started = true
func _ready():
Fade.fade_in(0.4)
Fade.fade_in(Options.transition_speed_secs)
var time = OS.get_time()
if time.hour >= 18 or time.hour < 6:
$Night.visible = true
@ -33,6 +33,6 @@ func _ready():
func _on_AudioStreamPlayer_finished():
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.current_scene = next_menu.instance()

View file

@ -38,7 +38,7 @@ func _on_Area2D_area_entered(area):
func _on_player_teleport_finished():
Game.tally_scores()
yield(get_tree().create_timer(4.0, false), "timeout")
Fade.fade_out(0.4)
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
SceneManager.change_scene(preload("res://menus/results.tscn").instance())