semi-idle-arpg/scripts/combat_ui_scene.gd

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# TODO: convert to just combat UI, instancing appropriate zone/area
# BUG: elements not adjusting properly when moving to second monitor
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extends Control
var deltaCount := 0
var enemyMoveSpeed := 5.0
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# var questComplete := false
var canContinue := false
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var middleX
var playerPos
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func _ready() -> void:
if OS.is_debug_build():
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%DebugMenu.show()
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Engine.time_scale = 10.0
SignalBus.quest_generated.connect(_on_quest_generated)
SignalBus.quest_completed.connect(_on_quest_completed)
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_create_area()
func _process(_delta: float) -> void:
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deltaCount += 1
if canContinue:
_continue_show()
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func _create_area() -> void:
var worldArea = load("res://scenes/world_area.tscn").instantiate()
add_child(worldArea)
move_child(worldArea, 0)
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func _on_button_test_pressed() -> void:
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%DebugMenu/ButtonTest.text = "pass"
pass
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func _on_button_exit_pressed() -> void:
get_tree().quit()
func _continue_show() -> void:
%UITop/ContinueButton.modulate.a += 0.05
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func _on_quest_generated(quest) -> void:
%QuestsContainer.add_child(quest)
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# TODO: move all quest stuff to quest class?
func _on_quest_completed() -> void:
if %UITop/AutoCheck.button_pressed:
# TODO: eventually add new area progress trigger
pass
else:
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canContinue = true