Added new font. Created main menu and completed the game loop. Added bounce on item balloons
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@@ -1,4 +1,5 @@
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extends Node
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const MainMenuScenePath : String = "res://scenes/main_menu.tscn"
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export var time_per_day : float = 600.0
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@@ -29,7 +30,7 @@ func _on_player_starved_to_death():
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get_tree().paused = true
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yield(node, "timeline_end")
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get_tree().paused = false
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get_tree().quit() # go back to main menu when such a thing exists
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get_tree().change_scene(MainMenuScenePath)
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func reset_day_timer():
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day_timer.start()
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@@ -43,3 +44,6 @@ func toggle_pause_menu():
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func _on_resume_button_pressed():
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toggle_pause_menu()
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func _on_main_menu_button_pressed():
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get_tree().change_scene(MainMenuScenePath)
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+2
-12
@@ -5,7 +5,6 @@ class_name ItemBalloon
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const ItemScene = preload("res://scenes/item.tscn")
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onready var anim_tree : AnimationTree = $"%AnimationTree"
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onready var bounce_timer : Timer = $"%bounce_timer"
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onready var attached_item = $"%attached_item"
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var anim_playback : AnimationNodeStateMachinePlayback = null
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@@ -15,21 +14,12 @@ var is_bouncing : bool = false
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func _ready():
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anim_playback = anim_tree["parameters/playback"]
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anim_playback.travel("idle")
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bounce_timer.one_shot = true
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func attach_item(item : Resource):
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attached_item.set_item_type(item)
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func bounce():
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if is_bouncing:
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return
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is_bouncing = true
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anim_playback.travel("bounce")
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bounce_timer.start(anim_playback.get_current_length())
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func _on_bounce_timer_timeout():
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pass
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# assert(is_bouncing)
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# anim_playback.start("Balloon Reset")
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# anim_playback.travel("Ballon Idle")
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# is_bouncing = false
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func _on_item_dump_player_failed_interact():
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bounce()
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@@ -1,6 +1,7 @@
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extends Spatial
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signal item_dump_completed
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signal item_dumped
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signal player_failed_interact
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export var enabled = true
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export (Array,Resource) var items_required
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@@ -27,12 +28,16 @@ func reset():
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func on_player_interact(player) -> bool:
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if not enabled:
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emit_signal("player_failed_interact")
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return false
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if items_remaining.empty():
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emit_signal("player_failed_interact")
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return false
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if not player.has_item():
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emit_signal("player_failed_interact")
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return false
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if not items_remaining.has(player.item_in_hand.item_type):
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emit_signal("player_failed_interact")
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return false
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# Remove the player's item and mark off the item on the remaining list
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@@ -0,0 +1,10 @@
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extends CanvasLayer
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const MainScene = preload("res://scenes/main.tscn")
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func _on_BeginButton_pressed():
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get_tree().paused = false
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get_tree().change_scene_to(MainScene)
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func _on_ExitButton_pressed():
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get_tree().quit()
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