global takeover of transition_speed variable
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parent
ddafe49d12
commit
bfbc0dfd2b
18 changed files with 42 additions and 42 deletions
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@ -141,7 +141,7 @@ func tally_scores() -> void:
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func change_map(map: PackedScene) -> void:
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get_tree().paused = true
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can_pause = false
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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can_pause = true
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# save deaths
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@ -276,7 +276,7 @@ func _on_player_died() -> void:
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yield(time_tween, "finished")
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yield(get_tree().create_timer(1.0 * 0.1), "timeout")
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Engine.time_scale = 1.0
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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var map = get_map()
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var gover = load("res://menus/game_over.tscn").instance()
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@ -1,17 +1,17 @@
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extends Node2D
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func _ready():
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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Audio.play_music(load("res://audio/music/intro.ogg"))
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$VoiceOver.play()
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func _input(event):
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if Input.is_action_just_pressed("ui_accept"):
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
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func _on_AnimationPlayer_animation_finished(anim_name):
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
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@ -15,7 +15,7 @@ var collectible_bonus = false
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func _ready():
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get_tree().paused = true
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Game.can_pause = false
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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Fade.connect("fade_finished", get_tree(), "set_pause", [false], CONNECT_ONESHOT)
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Fade.connect("fade_finished", Game, "set", ["can_pause", true], CONNECT_ONESHOT)
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Audio.play_music(music)
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@ -53,7 +53,7 @@ func _ready() -> void:
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chosen_name.text = ""
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file.name = ""
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# fade in
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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# focus the difficulty
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$"%Spicy".call_deferred("grab_focus")
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@ -69,13 +69,13 @@ func _set_difficulty(value: int) -> void:
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func _difficulty_selected() -> void:
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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$"%DifficultySelect".queue_free()
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$"%NameEntry".visible = true
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get_tree().paused = false
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Game.use_lives = false
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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func _on_letter_chosen(letter: String) -> void:
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if file.name.length() < 8:
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@ -104,7 +104,7 @@ func _on_player_teleport_finished() -> void:
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file.save_to_file()
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Save.current_file = file
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Game.difficulty = file.difficulty
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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get_tree().paused = false
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SceneManager.current_scene = load("res://cutscenes/intro_story.tscn").instance()
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@ -8,12 +8,12 @@ onready var flavor_text = $FlavorText
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onready var delete_background = $DeleteBackground
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func _ready() -> void:
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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$SelectFile1.call_deferred("grab_focus")
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func _on_file_loaded() -> void:
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = next_scene.instance()
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@ -31,7 +31,7 @@ func select() -> void:
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# empty file, so go to file creation screen
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else:
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# wait for fade
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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# create new file and give it to the file create screen
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var file_create = FileCreate.instance()
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@ -5,14 +5,14 @@ onready var exit_button = $Panel/Exit
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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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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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get_tree().paused = true
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retry_button.grab_focus()
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Audio.ac_music.stream_paused = false
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Audio.play_music(load("res://audio/music/74(game_over).ogg"))
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func _on_Exit_button_down():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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get_tree().paused = false
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SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
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@ -30,7 +30,7 @@ onready var shards_needed: Label = $"%ShardsNeeded"
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func _ready() -> void:
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$ShardCount.text = "%02d" % Save.current_file.get_total_shards()
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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Audio.ac_music.stop()
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# set initial offset
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LevelData.levels[selected_level].save_id
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@ -3,7 +3,7 @@ extends Node
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onready var continue_button = $Panel/Continue
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func _ready():
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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#Grey out continue if no save files
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yield(get_tree(),"idle_frame")
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print(Save.current_file)
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@ -17,31 +17,31 @@ func _ready():
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Vector2( 0.83205, 0.5547 )
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func _on_Continue_button_down():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/level_select_scholar.tscn").instance()
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func _on_FileSelect_button_down():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/file_select.tscn").instance()
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func _on_Exit_button_down():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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get_tree().quit()
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func _on_SoundTest_button_down():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/sound_test.tscn").instance()
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func _on_HighScores_button_down() -> void:
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/scoreboards.tscn").instance()
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@ -4,12 +4,12 @@ onready var tab_container: TabContainer = $"%TabContainer"
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func _ready() -> void:
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visible = false
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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visible = true
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yield(get_tree(), "idle_frame")
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grab_focus()
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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if not Ngio.keys_loaded:
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tab_container.current_tab = 2
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return
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@ -25,7 +25,7 @@ func _ready() -> void:
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yield(get_tree(), "idle_frame")
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self.add_child(text_3d)
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text_3d.animation_player.set_speed_scale(0)
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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# fill in shard names
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var level: LevelEntry = LevelData.levels[Game.current_level]
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for i in 5:
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@ -51,7 +51,7 @@ func final_score():
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func _on_AnimationPlayer_animation_finished(anim_name):
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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if Debug.is_cheating == false:
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SceneManager.change_scene(SubmitScore.instance())
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@ -3,11 +3,11 @@ extends Node2D
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onready var label = $TextBlock/Label
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func _ready():
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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label.text = label.text % str(Save.current_file.name)
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func _input(event):
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if Input.is_action_just_pressed("ui_accept"):
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = load("res://menus/intro_story.tscn").instance()
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@ -33,7 +33,7 @@ onready var next_board: TextureRect = $"%NextBoard"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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yield(get_tree(), "idle_frame")
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level_title.text = LevelData.levels[selected_level].title
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level_title.grab_focus()
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@ -48,7 +48,7 @@ func _ready() -> void:
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("ui_cancel"):
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = preload("res://menus/main_menu.tscn").instance()
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@ -1,4 +1,4 @@
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extends Control
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func _ready():
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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@ -9,27 +9,27 @@ onready var godot: TextureRect = $Godot
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func _ready() -> void:
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yield(get_tree().create_timer(0.5), "timeout")
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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team_sg.visible = true
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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yield(get_tree().create_timer(1.0), "timeout")
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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yield(get_tree().create_timer(0.5), "timeout")
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godot.visible = true
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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yield(get_tree().create_timer(1.0), "timeout")
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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_next_screen()
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func _input(event: InputEvent) -> void:
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if Input.is_action_just_pressed("ui_accept"):
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skipping = true
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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_next_screen()
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free()
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@ -17,7 +17,7 @@ func _ready() -> void:
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yield(get_tree(), "idle_frame")
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print(_scoreboard_tag)
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$"%YesScore".grab_focus()
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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func _on_YesScore_pressed() -> void:
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@ -58,7 +58,7 @@ func _on_NoTime_pressed() -> void:
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func _next_screen() -> void:
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Game.clear_collectibles()
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.change_scene(LevelSelect.instance())
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@ -23,7 +23,7 @@ func _input(event):
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has_started = true
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func _ready():
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Fade.fade_in(0.4)
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Fade.fade_in(Options.transition_speed_secs)
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var time = OS.get_time()
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if time.hour >= 18 or time.hour < 6:
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$Night.visible = true
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@ -33,6 +33,6 @@ func _ready():
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func _on_AudioStreamPlayer_finished():
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.current_scene = next_menu.instance()
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@ -38,7 +38,7 @@ func _on_Area2D_area_entered(area):
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func _on_player_teleport_finished():
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Game.tally_scores()
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yield(get_tree().create_timer(4.0, false), "timeout")
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Fade.fade_out(0.4)
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Fade.fade_out(Options.transition_speed_secs)
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yield(Fade, "fade_finished")
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SceneManager.change_scene(preload("res://menus/results.tscn").instance())
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