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

60 lines
1.7 KiB
GDScript

class_name YouthRoom
extends RoomTemplate
signal ini_room
@onready var board_trigger: InteractiveSprite = %MindBoard
@onready var door_trigger: InteractiveSprite = %Door
@onready var card_board: CardBoard = %Board
@onready var card_picker: CardPicker = %Picker
func start_room():
$UI.show()
save_game = State.save_game
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)
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()
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)
%LightAnimation.lights_on()
func get_ready():
id = State.rooms.YOUTH
%UI.hide()
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
func _ready():
super._ready()
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()
save.current_room = State.rooms.YOUTH
save.mementos_complete = Scenes.completed_sequences
func _on_scene_finished(_id: int, _repeat:bool):
await get_tree().create_timer(3).timeout
save_room()
func prepare_transition():
save_room()
$AnimationPlayer.play("conserve_performance")
await $AnimationPlayer.animation_finished
unload()
func unload():
$visuals.queue_free()