refactor: Stop player & level activity by variable
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parent
669447d58e
commit
bb564d639e
4
level.gd
4
level.gd
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@ -125,6 +125,9 @@ func initialize_world() -> void:
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func _process(delta: float) -> void:
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if not $Player.is_active:
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return
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var spawn_radius = $Player/SpawnArea/Collision.shape.radius + randf_range(-5, 5)
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var rand_unit_vec = Vector3.RIGHT.rotated(Vector3.UP, randf() * TAU)
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var ped_pos = $Player.position + rand_unit_vec * spawn_radius
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@ -138,7 +141,6 @@ func _process(delta: float) -> void:
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add_child(new_ped)
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new_ped.position = ped_pos
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func _on_player_station_reached():
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for n in $ChunkContainer.get_children():
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$ChunkContainer.remove_child(n)
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@ -16,17 +16,20 @@ var stamina: float = max_stamina
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var stage_counter: int = 0
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var is_active: bool = true
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func _ready() -> void:
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$Upgrades.update()
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$FailControl.visible = false
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$FinishControl.visible = false
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is_active = true
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$HUD.visible = true
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$TimeLimit.start()
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func _process(delta: float) -> void:
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# On fail screen, ignore further input
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if $FailControl.visible or $FinishControl.visible:
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if not is_active:
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return
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$HUD/StaminaRect.scale.x = stamina / max_stamina
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@ -62,6 +65,7 @@ func _on_area_area_entered(area: Area3D) -> void:
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$FinishControl.visible = true
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$HUD.visible = false
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$TimeLimit.stop()
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is_active = false
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func _on_area_area_exited(area: Area3D) -> void:
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@ -71,6 +75,7 @@ func _on_area_area_exited(area: Area3D) -> void:
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func _on_time_limit_timeout():
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is_active = false
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$FailControl.visible = true
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$HUD.visible = false
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@ -80,6 +85,7 @@ func _on_retry_button_pressed():
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$FailControl.visible = false
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$HUD.visible = true
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station_reached.emit()
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is_active = true
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$TimeLimit.start()
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stamina = max_stamina
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