# TODO: convert to just combat UI, instancing appropriate zone/area # BUG: elements not adjusting properly when moving to second monitor extends Control var deltaCount := 0 var enemyMoveSpeed := 5.0 # var questComplete := false var canContinue := false var worldArea: WorldArea var currentAreaQuest: Quest func _ready() -> void: if OS.is_debug_build(): %DebugMenu.show() Engine.time_scale = 10.0 SignalBus.quest_generated.connect(_on_quest_generated) SignalBus.quest_completed.connect(_on_quest_completed) _create_area() func _process(_delta: float) -> void: deltaCount += 1 if canContinue: _continue_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: %DebugMenu/ButtonTest.text = "pass" pass func _on_button_exit_pressed() -> void: get_tree().quit() func _continue_show() -> void: %UITop/ContinueButton.modulate.a += 0.05 func _go_next_area() -> void: var prevAreaQuest = currentAreaQuest # FIXME: breaks at some point? SignalBus.area_continue_pressed.emit() Globals.debug_print("gna signal emitted") %QuestsContainer.remove_child(prevAreaQuest) Globals.debug_print("gna quest removed") prevAreaQuest.queue_free() Globals.debug_print("gna quest queued to free") _create_area() Globals.debug_print("gna new area created") func _on_quest_generated(quest) -> void: currentAreaQuest = quest %QuestsContainer.add_child(currentAreaQuest) # TODO: move all quest stuff to quest class? func _on_quest_completed() -> void: if %UITop/AutoCheck.button_pressed: _go_next_area() else: canContinue = true func _on_continue_button_pressed() -> void: _go_next_area()