game
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@@ -27,6 +27,7 @@ public partial class Door : Node2D
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{
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open = true;
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Control view = player.GetNode<Control>("Camera2D/door_view");
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Input.MouseMode = Input.MouseModeEnum.Visible;
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view.Set("text_char", text_char);
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view.Set("answerA", answerA);
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@@ -36,7 +37,7 @@ public partial class Door : Node2D
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view.Set("shot", shot);
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view.Set("caniche", caniche);
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view.Call("start");
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}
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}
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}
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public void BodyEntered(Node2D body)
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@@ -122,12 +122,16 @@ public partial class DoorView : Control
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public void TrickPressed()
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{
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trick_bool = true;
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int s = (int)menu.Get("spell");
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menu.Set("spell", ++s);
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text_mob.Text = "-You have casted : " + txt[s-1] + "\n- It : ...?";
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butA.Text = "##############";
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butB.Text = "##############";
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anim.Play("question");
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if ((int)menu.Get("spell") < 8)
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{
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trick_bool = true;
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int s = (int)menu.Get("spell");
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menu.Set("spell", ++s);
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text_mob.Text = "-You have casted : " + txt[s-1] + "\n- It : ...?";
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butA.Text = "##############";
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butB.Text = "##############";
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anim.Play("question");
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}
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}
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}
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@@ -1,6 +1,7 @@
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using Godot;
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using Godot.Collections;
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using System;
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using System.Threading.Tasks;
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public partial class Gameboy : CanvasLayer
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{
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@@ -27,18 +28,21 @@ public partial class Gameboy : CanvasLayer
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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/*
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if (Input.IsActionJustPressed("game"))
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{
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start();
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}
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else if (Input.IsActionJustPressed("interact") || Input.IsActionJustPressed("game"))
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else if (Input.IsActionJustPressed("game"))
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{
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stop();
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}
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*/
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}
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void start()
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async void start()
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{
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await ToSignal(GetTree().CreateTimer(0.5), "timeout");
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Input.MouseMode = Input.MouseModeEnum.Visible;
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player.Set("pausable", false);
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this.Visible = true;
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@@ -53,9 +57,9 @@ public partial class Gameboy : CanvasLayer
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void attack()
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{
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if((int)Cmenu.Get("spell") -1 >= round)
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if(round == 8 || (int)Cmenu.Get("spell") -1 >= round)
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{
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round = (round + 1) % 8;
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round = (round + 1) % 9;
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anim.Play(round.ToString());
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actScore++;
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updateScore();
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@@ -9,7 +9,7 @@ public partial class Menu : Control
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[Export] Panel trick;
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[Export] CharacterBody2D player;
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Node parent;
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int spell {get; set;} = 2;
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int spell {get; set;} = 0;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@@ -18,6 +18,7 @@ public partial class Player : CharacterBody2D
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[Export] Sprite2D over;
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[Export] CanvasLayer gameover;
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[Export] AudioStreamPlayer audio;
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[Export] CanvasLayer gameboy;
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float minute;
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int heure = 18;
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@@ -47,6 +48,9 @@ public partial class Player : CharacterBody2D
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bool end = false;
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bool pausable { get; set; } = true;
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bool gam = false;
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float mini_time = 0;
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public override void _Ready()
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{
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@@ -58,15 +62,25 @@ public partial class Player : CharacterBody2D
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public override void _PhysicsProcess(double delta)
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{
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Vector2 velocity = Velocity;
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if (gam == true && mini_time < 0.5) mini_time += (float)delta;
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if (gam == true && mini_time >= 0.5) gam = false;
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//GD.Print(gam, mini_time);
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if (end == false)
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{
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sugar -= (float)delta / sugar_speed;
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}
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}
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if (Input.IsActionJustPressed("game"))
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{
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mini_time = 0;
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gam = true;
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anim.Play("game");
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gameboy.Call("start");
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}
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bar.Value = sugar;
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bar.Value = sugar;
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if(sugar <= 5)
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{
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@@ -134,7 +148,7 @@ public partial class Player : CharacterBody2D
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{
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anim.Play("up");
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}
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else
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else if (gam == false)
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{
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anim.Play("idle");
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