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breakdown
To Do Break Down
Commits
63c0696d
Commit
63c0696d
authored
Dec 11, 2021
by
Julia Santos
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Plain Diff
Can now finish yoga quest, as well as travel to own balcony from neighbor's balcony
parent
d19d7e6b
Changes
11
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11 changed files
with
82 additions
and
10 deletions
+82
-10
Event Handler.gd
Event Handler.gd
+11
-1
Living room.tscn
Main rooms/Living room.tscn
+2
-2
Neighbor's balcony.tscn
Main rooms/Neighbor's balcony.tscn
+3
-2
Test room 1.tscn
Main rooms/Test room 1.tscn
+1
-1
Movement.gd
Movement.gd
+4
-0
Multi.tscn
Multi.tscn
+1
-1
Quests.gd
Quests.gd
+4
-1
Desk_laptop.gd
Scripts/Desk_laptop.gd
+5
-2
Balcony door.gd
Scripts/Movement scripts/Balcony door.gd
+2
-0
Other balcony.gd
Scripts/Other balcony.gd
+20
-0
Yoga mat.gd
Scripts/Yoga mat.gd
+29
-0
No files found.
Event Handler.gd
View file @
63c0696d
...
...
@@ -134,9 +134,19 @@ func finished2ndRound():
desk.get_node("Laptop").tired()
func _self_care():
livingRoom.get_node("Yoga mat").flavorText = "How do you do yoga again? I think that yoga guy posted a new video on some poses earlier."
livingRoom.get_node("Yoga mat").canYoga()
quests.add("Eat something")
quests.add("Do something relaxing")
func _balcony_outer_lock():
livingRoom.get_node("Balcony door").outerLock()
neighborsBalcony.hide()
balcony.show()
movementHandle.setRoom(3)
movementHandle.disableMovement()
if !quests.hasQuest("Clean bathroom"):
inventory.remove_item_name("Plunger")
# ----------------- Cutscene initiators -----------------
func _start_cutscene_1():
cutsceneHandler.get_node("1").show()
...
...
@@ -218,7 +228,7 @@ func _enter_notebook_plants(): # trying to engage in the notebook puzzle for doi
return "Awww my babies are growing up so fast. Looks like they've outgrown their pots. Time for some big boy pants!"
func _plants_finished():
quests.finishQuest("Repot plants")
#
quests.finishQuest("Repot plants")
livingRoom.get_node("Plants").interactable = false
livingRoom.get_node("Plants").retrievable = true
livingRoom.get_node("Plants").flavorText = "Time to bring these outside for some sunlight!"
...
...
Main rooms/Living room.tscn
View file @
63c0696d
...
...
@@ -4,7 +4,7 @@
[ext_resource path="res://assets/Thesis Clickables/yoga mat.png" type="Texture" id=2]
[ext_resource path="res://assets/Thesis Clickables/Balcony door.png" type="Texture" id=3]
[ext_resource path="res://assets/Thesis Clickables/plants.png" type="Texture" id=4]
[ext_resource path="res://
Item
.gd" type="Script" id=5]
[ext_resource path="res://
Scripts/Yoga mat
.gd" type="Script" id=5]
[ext_resource path="res://assets/Thesis Clickables/Lab Notes.png" type="Texture" id=6]
[ext_resource path="res://assets/Thesis Clickables/front door.png" type="Texture" id=7]
[ext_resource path="res://Scripts/Movement scripts/Balcony door.gd" type="Script" id=8]
...
...
@@ -110,7 +110,7 @@ __meta__ = {
"_edit_group_": true
}
interactable = true
flavorText = "
Why is the Living Room so crowded? It's like a jungle in here! I can barely move... I don't think I can do my yoga like this.
"
flavorText = "
Yoga always calms me down. But I can't do that now, I have things to do!
"
[node name="CollisionShape2D" type="CollisionShape2D" parent="Yoga mat"]
position = Vector2( -16.8367, -2.11676 )
...
...
Main rooms/Neighbor's balcony.tscn
View file @
63c0696d
[gd_scene load_steps=1
0
format=2]
[gd_scene load_steps=1
1
format=2]
[ext_resource path="res://assets/Thesis Clickables/nana from a distance.png" type="Texture" id=1]
[ext_resource path="res://Scripts/Dialogue control/Dialogue Control - Neighbor's balcony.gd" type="Script" id=2]
[ext_resource path="res://assets/Thesis Clickables/other balcony.png" type="Texture" id=3]
[ext_resource path="res://Item.gd" type="Script" id=4]
[ext_resource path="res://Scripts/Movement scripts/Balcony to neighbor's room.gd" type="Script" id=5]
[ext_resource path="res://Scripts/Other balcony.gd" type="Script" id=6]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 44.7209, 45.4241 )
...
...
@@ -35,7 +36,7 @@ __meta__ = {
position = Vector2( 785.279, 249.088 )
scale = Vector2( 0.829244, 0.829244 )
input_pickable = true
script = ExtResource(
4
)
script = ExtResource(
6
)
__meta__ = {
"_edit_group_": true
}
...
...
Main rooms/Test room 1.tscn
View file @
63c0696d
...
...
@@ -138,7 +138,7 @@ __meta__ = {
"_edit_group_": true
}
retrievable = true
flavorText = "I would've called it to find it but I always put it on silent. And I only have one phone."
flavorText = "I would've called it to find it but I always put it on silent. And I only have one phone.
Oh hey, an upload notif from that yoga dude.
"
[node name="CollisionShape2D" type="CollisionShape2D" parent="Cellphone"]
position = Vector2( 0.842377, -0.977234 )
...
...
Movement.gd
View file @
63c0696d
...
...
@@ -58,3 +58,7 @@ func finishTutorial():
func checkRoom():
moxiePath.set_path(rooms[current].get_name())
moxiePath.hardMove(0)
func setRoom(num):
current = num
check_arrows()
Multi.tscn
View file @
63c0696d
...
...
@@ -147,7 +147,7 @@ items = [ NodePath("Nana from afar"), NodePath("Other balcony"), NodePath("Balco
[node name="Event Handler" type="Node2D" parent="."]
position = Vector2( 460.602, 18.6417 )
script = ExtResource( 12 )
eventItems = [ NodePath("../Laundry basket/To do list"), NodePath("../Bedroom/Laundry basket"), NodePath("../Laundry basket/Return"), NodePath("../Fridge/Return"), NodePath("../Kitchen/Fridge"), NodePath("../Laundry area/Groceries"), NodePath("../Fridge/Energy handler"), NodePath("../Laundry area/Laundry door"), NodePath("../Laundry - Notepad/Return"), NodePath("../Laundry - Notepad/Dialogue control"), NodePath("../Bedroom/Bathroom door"), NodePath("../Bathroom/Door - to Bedroom"), NodePath("../Living room/Balcony door"), NodePath("../Balcony/Door to living room"), NodePath("../Living room/Front door"), NodePath("../Hallway/Door to Moxie"), NodePath("../Hallway/Door to neighbor"), NodePath("../Neighbor\'s room/Neighbor to hallway"), NodePath("../Neighbor\'s balcony/Balcony to neighbor\'s room"), NodePath("../Neighbor\'s room/Neighbor to balcony"), NodePath("../Bedroom/Laptop"), NodePath("../Desk/Return"), NodePath("../Inside cabinet/Return"), NodePath("../Kitchen/Cabinet"), NodePath("../Desk/Laptop"), NodePath("../Bedroom/Terrarium"), NodePath("../Bathroom/Lab Note - Bathroom"), NodePath("../Inside cabinet/Lab notes"), NodePath("../Living room/Lab notes"), NodePath("../Bedroom/Pants"), NodePath("../Bedroom/Shirt"), NodePath("../Bedroom/Sando"), NodePath("../Bedroom/Towel"), NodePath("../Bathroom/Sink"), NodePath("../Bathroom/Toilet"), NodePath("../Bathroom/Mirror"), NodePath("../Bathroom/Mess on floor"), NodePath("../Hallway/Trash chute"), NodePath("../Neighbor\'s room/Ladder"), NodePath("../Living room - Notepad/Return"), NodePath("../Living room/Plants"), NodePath("../Living room - Notepad/Dialogue control"), NodePath("../Balcony/Other plants") ]
eventItems = [ NodePath("../Laundry basket/To do list"), NodePath("../Bedroom/Laundry basket"), NodePath("../Laundry basket/Return"), NodePath("../Fridge/Return"), NodePath("../Kitchen/Fridge"), NodePath("../Laundry area/Groceries"), NodePath("../Fridge/Energy handler"), NodePath("../Laundry area/Laundry door"), NodePath("../Laundry - Notepad/Return"), NodePath("../Laundry - Notepad/Dialogue control"), NodePath("../Bedroom/Bathroom door"), NodePath("../Bathroom/Door - to Bedroom"), NodePath("../Living room/Balcony door"), NodePath("../Balcony/Door to living room"), NodePath("../Living room/Front door"), NodePath("../Hallway/Door to Moxie"), NodePath("../Hallway/Door to neighbor"), NodePath("../Neighbor\'s room/Neighbor to hallway"), NodePath("../Neighbor\'s balcony/Balcony to neighbor\'s room"), NodePath("../Neighbor\'s room/Neighbor to balcony"), NodePath("../Bedroom/Laptop"), NodePath("../Desk/Return"), NodePath("../Inside cabinet/Return"), NodePath("../Kitchen/Cabinet"), NodePath("../Desk/Laptop"), NodePath("../Bedroom/Terrarium"), NodePath("../Bathroom/Lab Note - Bathroom"), NodePath("../Inside cabinet/Lab notes"), NodePath("../Living room/Lab notes"), NodePath("../Bedroom/Pants"), NodePath("../Bedroom/Shirt"), NodePath("../Bedroom/Sando"), NodePath("../Bedroom/Towel"), NodePath("../Bathroom/Sink"), NodePath("../Bathroom/Toilet"), NodePath("../Bathroom/Mirror"), NodePath("../Bathroom/Mess on floor"), NodePath("../Hallway/Trash chute"), NodePath("../Neighbor\'s room/Ladder"), NodePath("../Living room - Notepad/Return"), NodePath("../Living room/Plants"), NodePath("../Living room - Notepad/Dialogue control"), NodePath("../Balcony/Other plants")
, NodePath("../Living room/Yoga mat"), NodePath("../Neighbor\'s balcony/Other balcony")
]
[node name="Moxie" type="Control" parent="."]
margin_left = 513.815
...
...
Quests.gd
View file @
63c0696d
...
...
@@ -23,6 +23,9 @@ func finishQuest(q): # removes a quest from the list
print("Quest found, will remove " + quest)
showQuests()
found = true
if q == "Do something relaxing" or q == "Eat a snack":
energyBar.value += 30
else:
energyBar.value -= 10
index += 1
if !found:
...
...
Scripts/Desk_laptop.gd
View file @
63c0696d
...
...
@@ -4,7 +4,7 @@ signal start_lab
signal tired
onready var started = false
onready var eventHandler
onready var givenTired = false
# This script signals to the eventHandler to give the player the 2nd phase of quests after finishing the first one
# It will also signal the end of the game once all the lab notes have been collected
...
...
@@ -23,11 +23,14 @@ func mouseInteraction():
if !started: # if the quests have been given yet
emit_signal("start_lab")
else:
if flavorText == "Too tired. Gotta relax first. Need carbohydrates. Can't I do something less stressful first? Please and thank you.":
if
!givenTired and
flavorText == "Too tired. Gotta relax first. Need carbohydrates. Can't I do something less stressful first? Please and thank you.":
emit_signal("tired")
givenTired = true
.mouseInteraction()
elif eventHandler.get_lab_notes() == 4:
emit_signal("finish_lab")
else:
.mouseInteraction()
func start():
...
...
Scripts/Movement scripts/Balcony door.gd
View file @
63c0696d
...
...
@@ -34,3 +34,5 @@ func objInteraction(selected): # when an object is used on it
dialogueBox.text = "No flavor text found" #can replace this later!
inventory.unselect_all() #unselect item
func outerLock():
unlocked = true
Scripts/Other balcony.gd
0 → 100644
View file @
63c0696d
extends "res://Item.gd"
signal plunger
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func passEvent(handler):
connect("plunger", handler,"_balcony_outer_lock")
func objInteraction(selected): # when an object is used on it
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Plunger":
dialogueBox.text = "I can't believe that actually worked?!"
emit_signal("plunger")
elif typeof(flavor) != 0: #checks if there's coded flavor text for this interaction
dialogueBox.text = flavor
else:
dialogueBox.text = "No flavor text found" #can replace this later!
inventory.unselect_all() #unselect item
Scripts/Yoga mat.gd
0 → 100644
View file @
63c0696d
extends "res://Item.gd"
onready var yoga = false
signal finished
signal lab
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func passEvent(handler):
connect("finished", handler,"_remove_quest")
connect("lab", handler, "_add_lab_note")
func objInteraction(selected): # when an object is used on it
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Cellphone":
if yoga:
dialogueBox.text = "Share with me your knowledge, yoga man. Oh, I had one last lab note on here!"
emit_signal("finished", "Do something relaxing")
emit_signal("lab")
else:
dialogueBox.text = "Why is the Living Room so crowded? It's like a jungle in here! I can barely move..."
elif typeof(flavor) != 0: #checks if there's coded flavor text for this interaction
dialogueBox.text = flavor
else:
dialogueBox.text = "No flavor text found" #can replace this later!
inventory.unselect_all() #unselect item
func canYoga():
yoga = true
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