extends Node2D signal cutscene_finished const DeathParticles = preload("res://objects/enemy/death_particles.tscn") export var cutscene_skip: float = 92.0 onready var animation_player: AnimationPlayer = $AnimationPlayer func _init() -> void: connect("cutscene_finished", self, "_on_cutscene_finished") func _on_cutscene_finished() -> void: Game.can_pause = true func _physics_process(delta: float) -> void: if animation_player.current_animation_position < cutscene_skip: Game.can_pause = false func _input(event: InputEvent) -> void: if event.is_action_pressed("jump") and animation_player.current_animation_position < (cutscene_skip - Options.transition_speed_secs * 2.0): skip_cutscene() func skip_cutscene() -> void: Fade.fade_out(Options.transition_speed_secs) yield(Fade, "fade_finished") animation_player.seek(cutscene_skip) Fade.fade_in(Options.transition_speed_secs) func kill_cop() -> void: var splatter := DeathParticles.instance() splatter.global_position = $Cop.global_position splatter.emitting = true add_child(splatter) $Cop.queue_free() func _notification(what: int) -> void: match what: NOTIFICATION_WM_FOCUS_OUT: animation_player.playback_active = false $FamiVoice.stream_paused = true NOTIFICATION_WM_FOCUS_IN: animation_player.playback_active = true $FamiVoice.stream_paused = false