frame-of-mind/src/base-environments/youth_room/youth_room.gd

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GDScript3
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class_name YouthRoom
extends RoomTemplate
signal ini_room
@onready var board_trigger: InteractiveSprite = %MindBoard
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@onready var door_trigger: InteractiveSprite = %Door
@onready var card_board: CardBoard = %Board
@onready var card_picker: CardPicker = %Picker
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func start_room():
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$UI.show()
save_game = State.save_game
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save_game.current_room = State.rooms.YOUTH
Scenes.completed_sequences = save_game.mementos_complete
Scenes.started_sequences = save_game.mementos_complete
card_board.initialise_from_save(save_game)
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card_board.board_completed.connect(func():
save_game.is_childhood_board_complete = true
save_room())
$logic/PlayerController.process_mode = Node.PROCESS_MODE_INHERIT
ini_room.emit()
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if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAEVEN):
Scenes.start_sequence(Scenes.id.YOUTH_DRAEVEN)
State.queue_for_stage(%PlayerController)
else:
State.pass_stage_to(%PlayerController)
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%LightAnimation.lights_on()
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func get_ready():
id = State.rooms.YOUTH
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%UI.hide()
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self.show()
$sfx/distant_rain.play()
$"sfx/rain on window".play()
await get_tree().process_frame #TODO: this was 0.1s, not sure if needed at all
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func _ready():
super._ready()
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Scenes.scene_finished.connect(_on_scene_finished)
card_picker.cards_picked.connect(card_board.populate_board)
func pull_save_state(save: SaveGame) -> void:
save.board_state = card_board.get_save_dict()
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save.current_room = State.rooms.YOUTH
save.mementos_complete = Scenes.completed_sequences
func _on_scene_finished(_id: int, _repeat:bool):
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await get_tree().create_timer(3).timeout
save_room()
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func prepare_transition():
save_room()
$AnimationPlayer.play("conserve_performance")
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await $AnimationPlayer.animation_finished
unload()
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func unload():
$visuals.queue_free()