extends Node const MainMenuScenePath : String = "res://scenes/main_menu.tscn" export var time_per_day : float = 600.0 onready var player = get_tree().get_nodes_in_group("player")[0] onready var day_timer = $"%day_timer" onready var day_timer_text = $"%day_timer_text" onready var current_coins_text = $"%current_coins_text" onready var pause_menu = $"%pause_menu" func _ready(): player.connect("starved_to_death", self, "_on_player_starved_to_death") day_timer.wait_time = time_per_day play_simple_dialog("intro") day_timer.start() func _process(delta): var time_left : int = day_timer.time_left var minutes : int = time_left / 60 var seconds : int = time_left % 60 day_timer_text.text = "%0*d:%0*d" % [2, minutes, 2, seconds] current_coins_text.text = "%d" % player.get_item_from_inventory("coins") func _unhandled_input(event): if event.is_action_pressed("pause_game"): toggle_pause_menu() func _on_player_starved_to_death(): play_simple_dialog("starve") get_tree().change_scene(MainMenuScenePath) func play_simple_dialog(var dialog_name : String): var node = Dialogic.start(dialog_name) node.pause_mode = PAUSE_MODE_PROCESS add_child(node) get_tree().paused = true yield(node, "timeline_end") get_tree().paused = false func reset_day_timer(): day_timer.start() func _on_day_timer_timeout(): player.sleep(false, null) func toggle_pause_menu(): pause_menu.visible = !pause_menu.visible get_tree().paused = pause_menu.visible func _on_resume_button_pressed(): toggle_pause_menu() func _on_main_menu_button_pressed(): get_tree().change_scene(MainMenuScenePath)