# BUG: elements not adjusting properly when resizing window extends Control # var deltaCount := 0 # var enemyMoveSpeed := 5.0 # var questComplete := false var canContinue := false var totalAreas := 0 var worldArea: WorldArea var currentAreaQuest: Quest var current_area_duration: float func _ready() -> void: if OS.is_debug_build(): %DebugMenu.show() Engine.time_scale = 60.0 SignalBus.quest_generated.connect(_on_quest_generated) SignalBus.quest_completed.connect(_on_quest_completed) _create_area() current_area_duration = 0 %UITop/AutoProgressToggle.button_pressed = true # func _process(_delta: float) -> void: # deltaCount += 1 # if canContinue: # _continue_button_show() func _create_area() -> void: worldArea = load("res://scenes/world_area.tscn").instantiate() add_child(worldArea) move_child(worldArea, 0) func _on_button_test_pressed() -> void: # slowly increasing chance to get 1 # bad luck protection for rare spawns, drops, etc. var testVal := 0.0 for i in range(1000): testVal += 0.001 print(testVal, bool(RandomNumberGenerator.new().rand_weighted([1, testVal]))) func _on_button_exit_pressed() -> void: # get_tree().quit() get_tree().change_scene_to_file("res://scenes/main_menu.tscn") func _go_next_area() -> void: var prevAreaQuest = currentAreaQuest SignalBus.area_continue_pressed.emit() # Globals.debug_print("gna signal emitted") %QuestsContainer.remove_child(prevAreaQuest) # Globals.debug_print("gna quest removed") # FIXME: rethink logic flow, memory/nodes leaking like a seive prevAreaQuest.queue_free() totalAreas += 1 %AreaCountVal.text = str(totalAreas) # Globals.debug_print("gna quest queued to free") _create_area() # Globals.debug_print("gna new area created") # _continue_button_hide() # Globals.fade_node(%UITop/ContinueButton, "out", 0.1) %UITop/ContinueButton.hide() current_area_duration = 0 canContinue = false func _on_quest_generated(quest) -> void: currentAreaQuest = quest %QuestsContainer.add_child(currentAreaQuest) func _on_quest_completed() -> void: if %UITop/AutoProgressToggle.button_pressed: _go_next_area() else: # Globals.fade_node(%UITop/ContinueButton, "in", 0.25) %UITop/ContinueButton.show() func _on_continue_button_pressed() -> void: _go_next_area() func _on_clock_timer_timeout() -> void: var current_time = Time.get_unix_time_from_system() %SystemClock.text = Time.get_time_string_from_unix_time(current_time) PlayerState.zone_duration += 1 %ZTVal.text = Globals.elapsed_time_format(Globals.elapsed_time(PlayerState.zone_duration)) current_area_duration += 1 %ATVal.text = Globals.elapsed_time_format(Globals.elapsed_time(current_area_duration))