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

113 lines
2.9 KiB
GDScript

class_name YouthRoom
extends RoomTemplate
## Used by the room system when this room becomes active
# var is_active: bool = false # Reminder, do not uncomment, this field is inherited from RoomTemplate!
@onready var card_picker: CardPicker = %Picker
@onready var ui: Control = %UI
func start_room():
%UI.show()
$logic/PlayerController.process_mode = Node.PROCESS_MODE_INHERIT
await Main.curtain.open()
if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAVEN):
# Play intro scene directly (not triggered by CollectableUi)
await _play_intro_scene()
else:
%LightAnimation.lights_on()
# Give player control after intro (or immediately if repeating)
Scenes.player_enable.emit(true)
func _play_intro_scene() -> void:
# The intro scene is auto-played, not triggered by CollectableUi
var intro: Interactable = $logic/CeilingInteractable
await intro.play_story()
Scenes.end_sequence(Scenes.id.YOUTH_DRAVEN)
func get_ready():
await get_tree().process_frame
card_board.board_completed.connect(func():
%DoorInteractable.show()
if not save_game.is_childhood_board_complete:
save_game.is_childhood_board_complete = true
save_room()
)
pull_save_state(State.save_game)
card_board.closed.connect(save_room)
card_picker.cards_picked.connect(card_board.populate_board)
ui.hide()
$sfx/distant_rain.play()
$"sfx/rain on window".play()
await get_tree().process_frame
func _ready():
printt(_ready, name)
super._ready()
id = State.rooms.YOUTH
Scenes.scene_finished.connect(_on_scene_finished)
func pull_save_state(save: SaveGame) -> void:
save_game = save
save_game.current_room = id
# Load board state from save first, before overwriting it
card_board.initialise_from_save(save_game)
Scenes.started_sequences = save_game.mementos_complete
Scenes.completed_sequences = save_game.mementos_complete
# Call parent to restore player position
super.pull_save_state(save)
func _on_scene_finished(_id: int, _repeat:bool):
await get_tree().create_timer(3).timeout
save_room()
func save_room():
# Update board state before saving
card_board.save_to_resource(save_game)
save_game.mementos_complete = Scenes.completed_sequences
super.save_room()
func prepare_transition():
save_room()
$visuals/AnimationPlayer.play("conserve_performance")
await $visuals/AnimationPlayer.animation_finished
unload()
## Override to handle scene-specific preparation (chest reveal animation)
func prepare_scene_start(scene_id: Scenes.id, is_repeating: bool) -> void:
# Only play chest reveal on first playthrough of voice training scene
if scene_id == Scenes.id.YOUTH_VOICE_TRAINING and not is_repeating:
await play_chest_reveal()
# Called when voice training scene starts
func play_chest_reveal() -> void:
$visuals/AnimationPlayer.play("chest_reveal")
$visuals/SecondaryAnimation.play("chest_reveal")
await $visuals/SecondaryAnimation.animation_finished
func unload():
$visuals.queue_free()