Fixed debugger errors in many files and optimized some scenes/code
This commit is contained in:
@@ -1,38 +1,33 @@
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extends AnimatedSprite
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export(PackedScene) var object_scene: PackedScene = null
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export var object_scene: PackedScene = null
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var is_player_inside: bool = false
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var is_opened: bool = false
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var has_key: bool = false
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onready var animation_player: AnimationPlayer = get_node("AnimationPlayer")
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onready var tween: Tween = get_node("Key/Tween")
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func _ready() -> void:
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assert(object_scene!=null)
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animation_player.play("closed")
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assert(object_scene != null)
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$AnimationPlayer.play('closed')
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$Key/KeySprite.visible = false
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func _input(event: InputEvent) -> void:
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if is_player_inside and not is_opened:
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is_opened = true
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animation_player.play("open")
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_drop_object()
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return
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func _on_area_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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$Area/CollisionShape2D.set_deferred('disabled', true)
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$AnimationPlayer.play('open')
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_drop_object()
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return
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func _drop_object() -> void:
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#print($Key.position)
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$Key/KeySprite.visible = true
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tween.interpolate_property($Key, "position", Vector2(0,0), Vector2(0, -10), 1.0, Tween.TRANS_QUAD,
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Tween.EASE_OUT)
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tween.start()
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yield(tween, "tween_completed")
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$Key/KeySprite.visible = false
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func _on_Area2D_player_entered(_player: KinematicBody2D) -> void:
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is_player_inside = true
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if not $Key/Tween.interpolate_property($Key, 'position', Vector2(0,0), Vector2(0, -10), 1.0,
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Tween.TRANS_QUAD, Tween.EASE_OUT):
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print('ERROR: Chest key animation has errors.')
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if not $Key/Tween.start():
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print('ERROR: Chest key animation failed to start.')
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func _on_Area2D_player_exited(_player: KinematicBody2D) -> void:
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is_player_inside = false
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yield($Key/Tween, 'tween_completed')
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$Key/KeySprite.visible = false
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return
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@@ -174,5 +174,4 @@ animation = "closed"
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[node name="AnimationPlayer" type="AnimationPlayer" parent="Entrance"]
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anims/closed = SubResource( 6 )
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[connection signal="body_entered" from="Area" to="." method="_on_Area2D_player_entered"]
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[connection signal="body_exited" from="Area" to="." method="_on_Area2D_player_exited"]
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[connection signal="body_entered" from="Area" to="." method="_on_area_body_entered"]
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@@ -1,63 +1,63 @@
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extends ColorRect
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export var dialogPath = ""
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export(float) var textSpeed = 0.05
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export var dialog_path: String = ''
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export var text_speed: float = 0.05
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var dialog
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var phraseNum = 0
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var dialog: Array
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var phrase_num: int = 0
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var finished = false
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func _ready():
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# self.visible = false
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$Timer.wait_time = textSpeed
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dialog = getDialog()
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assert(dialog, "Dialong not found")
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nextPhrase()
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func _process(delta):
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func _ready() -> void:
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$Timer.wait_time = text_speed
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dialog = get_dialog()
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assert(dialog, 'Dialog not found')
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next_phrase()
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return
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func _input(event: InputEvent) -> void:
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$Indicator.visible = finished
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if Input.is_action_just_pressed("ui_accept"):
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if event.is_action_pressed('ui_accept'):
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if finished:
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nextPhrase()
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next_phrase()
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else:
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$Text.visible_characters = len($Text.text)
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func getDialog() -> Array:
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return
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func get_dialog() -> Array:
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var f = File.new()
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assert(f.file_exists(dialogPath), "File path does not exist")
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f.open(dialogPath, File.READ)
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assert(f.file_exists(dialog_path), 'File path does not exist')
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f.open(dialog_path, File.READ)
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var json = f.get_as_text()
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var output = parse_json(json)
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if typeof(output) == TYPE_ARRAY:
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return output
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else:
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return []
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func nextPhrase() -> void:
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if phraseNum >= len(dialog):
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func next_phrase() -> void:
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if phrase_num >= len(dialog):
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queue_free()
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return
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finished = false
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$Name.bbcode_text = dialog[phraseNum]["Name"]
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$Text.bbcode_text = dialog[phraseNum]["Text"]
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$Name.bbcode_text = dialog[phrase_num]['Name']
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$Text.bbcode_text = dialog[phrase_num]['Text']
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$Text.visible_characters = 0
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while $Text.visible_characters < len($Text.text):
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$Text.visible_characters += 1
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$Timer.start()
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yield($Timer, "timeout")
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yield($Timer, 'timeout')
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finished = true
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phraseNum += 1
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phrase_num += 1
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return
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@@ -28,7 +28,7 @@ tracks/0/keys = {
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"values": [ NodePath("..") ]
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}
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[node name="Control" type="Control"]
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[node name="Dialogue" type="Control"]
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__meta__ = {
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"_edit_use_anchors_": false
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}
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@@ -46,7 +46,7 @@ script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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dialogPath = "res://Levels/Objects/journalScrapDialog.json"
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dialog_path = "res://Levels/Objects/journalScrapDialog.json"
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[node name="Name" type="RichTextLabel" parent="DialogBox"]
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anchor_bottom = 2.0
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@@ -1,24 +1,11 @@
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extends Node2D
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta: float) -> void:
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# pass
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func _on_AnimationPlayer_animation_finished(anim_name: String) -> void:
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func _on_AnimationPlayer_animation_finished(_anim_name: String) -> void:
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$IceKeySprite.visible = false
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return
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func _on_AnimationPlayer_animation_started(anim_name: String) -> void:
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func _on_AnimationPlayer_animation_started(_anim_name: String) -> void:
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$IceKeySprite.visible = true
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return
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@@ -1,34 +1,20 @@
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extends Sprite
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signal ice_key_collected
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var is_player_inside: bool = false
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var is_opened: bool = false
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var has_key: bool = true
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signal ice_key_collected
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# Declare member variables here. Examples:
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# var a: int = 2
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# var b: String = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta: float) -> void:
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# pass
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func _on_Player_Detector_area_entered(area: Area2D) -> void:
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print(get_parent().get_parent().score)
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if area.get_parent().name == 'Player' and get_parent().get_parent().score >= 5:
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if is_opened == false:
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$chestClosed.visible = false
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$chestOpened.visible = true
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$Key.visible = true
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$Key/AnimationPlayer.play("rise")
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$Key/AnimationPlayer.play('rise')
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is_opened = true
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has_key = false
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emit_signal("ice_key_collected")
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emit_signal('ice_key_collected')
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return
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