Updated item_generator code to emit gen started/finished signals. hooked up level to play drill animations though the anim player is missing the actual animation
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e433f3851b
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5e857e478e
6 files changed
+55
-45
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@@ -9,3 +9,11 @@ func start_drill():
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func stop_drill():
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$AnimationPlayer.play("Excavator Reset")
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func _on_item_generator_gen_started():
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start_drill()
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func _on_item_generator_gen_finished():
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stop_drill()
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+35
-14
@@ -1,7 +1,9 @@
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extends WindowDialog
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const ItemDir = "res://item_types"
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onready var player = get_tree().get_nodes_in_group("player")[0]
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var initialized : bool = false
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func _unhandled_key_input(event):
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if event.is_action_pressed("open_debug"):
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if visible:
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@@ -15,18 +17,6 @@ func _on_charge_pressed():
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func _on_charge_5_pressed():
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player.modify_inventory("coins", 5)
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func _on_raw_yam_pressed():
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player.pick_up_item(preload("res://item_types/raw_yam.tres").spawn_node())
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func _on_cooked_yam_pressed():
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player.pick_up_item(preload("res://item_types/cooked_yam.tres").spawn_node())
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func _on_ore_pressed():
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player.pick_up_item(preload("res://item_types/ore.tres").spawn_node())
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func _on_repair_kit_pressed():
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player.pick_up_item(preload("res://item_types/repair_kit.tres").spawn_node())
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func _on_clear_pressed():
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if player.has_item():
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player.drop_item_in_hand()
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@@ -37,9 +27,40 @@ func _on_random_damage_pressed():
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return
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damageable[randi() % damageable.size()].take_damage()
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func _on_timer_2_s_pressed():
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var game_manager = get_tree().get_nodes_in_group("game_manager")[0]
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var day_timer = game_manager.get_node("day_timer")
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day_timer.start(2.0)
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day_timer.wait_time = game_manager.time_per_day
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func popup(bounds : Rect2 = Rect2(0,0,0,0)):
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if !initialized:
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load_item_add_buttons()
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.popup(bounds)
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func load_item_add_buttons():
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var dir = Directory.new()
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dir.open(ItemDir)
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while(file_name!=""):
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if dir.current_is_dir():
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pass
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else:
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var button : Button = Button.new()
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button.text = file_name
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button.connect("button_down", self, "on_item_button_down", [file_name])
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$TabContainer/Player.add_child(button)
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file_name = dir.get_next()
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var button : Button = Button.new()
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button.text = "Close"
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$TabContainer/Player.add_child(button)
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button.connect("button_down", self, "on_close_button_down")
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initialized = true
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func on_item_button_down(file_name : String):
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var path : String = ItemDir + "/" + file_name
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player.pick_up_item(load(path).spawn_node())
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func on_close_button_down():
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hide()
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@@ -1,4 +1,6 @@
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extends Damageable
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signal gen_started
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signal gen_finished
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enum EState {IDLE, WORKING, BLOCKED, BROKEN, NUM_STATES}
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@@ -16,6 +16,7 @@ func enter_from(state):
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ctx.progress_text.text = "Progress: 0%"
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ctx.status_light.activate()
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ctx.gen_timer.start()
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ctx.emit_signal("gen_started")
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func exit_to(state):
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pass
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@@ -36,6 +37,7 @@ func on_gen_timer_timeout():
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item_slot.spawn_item(ctx.gen_item)
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count += 1
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item_slot.add_enabled = true
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ctx.emit_signal("gen_finished")
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ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished!"))
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func on_item_slot_item_changed(item):
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