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To Do Break Down
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breakdown
To Do Break Down
Commits
7d71704f
Commit
7d71704f
authored
Dec 06, 2021
by
Julia Santos
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Moxie can now only leave the front door if she has the trash, or has found Banana
parent
d6c5e0f3
Changes
2
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2 changed files
with
15 additions
and
6 deletions
+15
-6
Event Handler.gd
Event Handler.gd
+14
-6
Balcony door.gd
Scripts/Movement scripts/Balcony door.gd
+1
-0
No files found.
Event Handler.gd
View file @
7d71704f
...
@@ -34,6 +34,7 @@ onready var lockedNotepad #if ur locked from certain areas bc u havent gotten th
...
@@ -34,6 +34,7 @@ onready var lockedNotepad #if ur locked from certain areas bc u havent gotten th
onready var labNotes = 0
onready var labNotes = 0
onready var clothes = 0
onready var clothes = 0
onready var bathroomClean = 0
onready var bathroomClean = 0
onready var canFrontDoor = false
#items in the rooms that need access to the event handler
#items in the rooms that need access to the event handler
export(Array, NodePath) onready var eventItems
export(Array, NodePath) onready var eventItems
...
@@ -86,9 +87,9 @@ func _eaten(): # completing first "Eat" quest
...
@@ -86,9 +87,9 @@ func _eaten(): # completing first "Eat" quest
func _start_lab(): # trying the lab the first time, adds the new quests
func _start_lab(): # trying the lab the first time, adds the new quests
if !quests.hasQuest("Eat") and !quests.hasQuest("Do laundry"):
if !quests.hasQuest("Eat") and !quests.hasQuest("Do laundry"):
quests.add("Clean bathroom")
quests.add("Clean bathroom")
quests.add("
Take care of
plants")
quests.add("
Repot
plants")
quests.add("Figure out what's making that noise")
quests.add("Figure out what's making that noise")
quests.add("Feed
N
ana")
quests.add("Feed
Ban
ana")
newQuests = true
newQuests = true
func _add_quest(questName):
func _add_quest(questName):
...
@@ -183,9 +184,16 @@ func _balcony_exit():
...
@@ -183,9 +184,16 @@ func _balcony_exit():
livingRoom.show()
livingRoom.show()
func _living_to_hallway():
func _living_to_hallway():
if ((inventory.hasItem("Trash") != -1) || (!quests.hasQuest("Find Banana") && quests.hasQuest("Feed Banana"))):
canFrontDoor = true
if canFrontDoor:
movementHandle.disableMovement()
movementHandle.disableMovement()
livingRoom.hide()
livingRoom.hide()
hallway.show()
hallway.show()
canFrontDoor = true
else:
dialogue.text = "You know, my philosophy has always been, 'If there's no reason to leave my apartment, why leave?'"
func _hallway_to_living():
func _hallway_to_living():
movementHandle.enableMovement()
movementHandle.enableMovement()
...
...
Scripts/Movement scripts/Balcony door.gd
View file @
7d71704f
...
@@ -3,6 +3,7 @@ onready var unlocked = false
...
@@ -3,6 +3,7 @@ onready var unlocked = false
signal enter
signal enter
signal foundBanana
signal foundBanana
# Called when the node enters the scene tree for the first time.
# Called when the node enters the scene tree for the first time.
func _ready():
func _ready():
pass # Replace with function body.
pass # Replace with function body.
...
...
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