Added new font. Created main menu and completed the game loop. Added bounce on item balloons

This commit is contained in:
akshay committed 2022-08-21 01:53:37 -04:00
1 parent 50ab2c2579
commit 2bd6bc1c4e
20 files changed
+215 -51

No files matched your search

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