Commit 9520ad67 authored by Julia Santos's avatar Julia Santos

Doing some script docs/commenting, also made it so that unjamming the cabinet...

Doing some script docs/commenting, also made it so that unjamming the cabinet doesn't immediately open it yet
parent fe7a1e35
extends Control
# This script handles the calculation and logic of the food/energy puzzle, and edits the energy level in the UI
signal eaten
signal eaten # signals to the
#UI elements
onready var dialogue
onready var energy_bar
onready var dialogue # dialogue box
onready var energy_bar # energy bar
#ingredients
onready var bread = get_parent().get_node("Bread")
......@@ -16,7 +17,6 @@ onready var cook = get_parent().get_node("Cook")
# an array containing all of the selected ingredients
onready var ingredients = []
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
......@@ -28,13 +28,13 @@ func passEvent(handler): # retrieves energy bar from event handler
energy_bar = handler.give_energy_bar()
connect("eaten",handler,"_eaten")
func _selected_ing(ingredient): # when an ingredient is selected
func _selected_ing(ingredient): # when an ingredient is selected, add it to the list
ingredients.append(ingredient)
print(ingredients.size())
print(ingredients)
updateUI()
func _unselected_ing(ingredient): # when an ingredient is unselected
func _unselected_ing(ingredient): # when an ingredient is unselected, remove it from the list
ingredients.erase(ingredient)
if ingredients.size() == 0: # reset flavor text
dialogue.text = ""
......@@ -42,8 +42,8 @@ func _unselected_ing(ingredient): # when an ingredient is unselected
print(ingredients)
updateUI()
func updateUI(): # whenever there's a change in selections
if ingredients.size() >= 1 and ingredients[0] != "Granola bar": # if anything aside from the granola bar is selected, as it can't be cooked in a recipe
func updateUI(): # whenever there's a change in selections, enables/disables ingredients depending on what food can or cannot be eaten with each other
if ingredients.size() >= 1 and ingredients[0] != "Granola bar": # if anything aside from the granola bar is selected, disable the granola bar, as the granola bar can only be eaten alone
granola.interactable = false
granola.modulate = Color("#616161") # turn grey
eat.hide()
......@@ -78,14 +78,14 @@ func updateUI(): # whenever there's a change in selections
dialogue.text = "An egg and sausage sandwich. Requires 20 energy and gives 40 energy."
cook.show()
func clearFridge(): # clear out the consumed ingredients
func clearFridge(): # clear out the consumed ingredients from the fridge
for ing in ingredients:
get_parent().get_node(ing).queue_free()
ingredients.clear()
updateUI()
dialogue.text = "Delicious!"
func _cook():
func _cook(): # calculates the amount of energy gained based on what ingredients were cooked
match ingredients.size():
1:
match ingredients[0]:
......@@ -105,7 +105,7 @@ func _cook():
clearFridge()
cook.hide()
func _eat():
func _eat(): # calculates the amount of energy gained based on what ingredients were eaten
match ingredients[0]:
"Vienna sausage":
energy_bar.value += 12
......
......@@ -47,7 +47,7 @@ func _ready():
notepad.hide()
for item in eventItems:
get_node(item).passEvent(self)
connect_stools()
#connect_stools()
lockedNotepad = true
right.hide()
left.hide()
......@@ -286,9 +286,9 @@ func _out_desk():
bedroom.show()
# ----------------- To be removed -----------------
func connect_stools(): # connecting the two instances of the stool so that one disappears when the other is retrieved
get_parent().get_node("Laundry area/Stool").giveStool(get_parent().get_node("Kitchen/Stool"))
get_parent().get_node("Kitchen/Stool").giveStool(get_parent().get_node("Laundry area/Stool"))
#func connect_stools(): # connecting the two instances of the stool so that one disappears when the other is retrieved
# get_parent().get_node("Laundry area/Stool").giveStool(get_parent().get_node("Kitchen/Stool"))
# get_parent().get_node("Kitchen/Stool").giveStool(get_parent().get_node("Laundry area/Stool"))
# ----------------- Other -----------------
func give_energy_bar(): # returns energy bar node
......
extends StaticBody2D
# This is a general use script for all items in the game. Items with special uses extend this script, so any changes to this script will still affect everything.
#UI stuff
onready var dialogueBox
onready var inventory
onready var quests
onready var dialogueBox # the dialogue box node, with a RichTextLabel inside
onready var inventory # the inventory
onready var quests # the actual Quests node
#variables that are editable in the Inspector
export(bool) var retrievable # check if this item can be placed in the inventory
export(bool) var interactable # for environmental objects that are interactable but not retrievable
export(String) var flavorText # the flavor text that appears in the dialogue box when picked up
onready var control = get_parent().get_node("Dialogue control")
onready var control = get_parent().get_node("Dialogue control") # has a unique control in each room, this is the reference point for generating the flavor text of any interactions that don't have special effects
#other variables
onready var texture
onready var texture # the texture of the items's sprite, for passing to inventory
# some references
# https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_exports.html
......@@ -32,20 +34,20 @@ func _input_event(viewport, event, shape_idx): # executes when clicked on
if event.button_index == BUTTON_LEFT and event.pressed:
#print("Clicked on " + self.get_name() + " with selected " + str(inventory.is_anything_selected()))
if inventory.is_anything_selected() and interactable: # if the player has an item selected and they use it on something interactable
storeInt(inventory.get_selected_items()[0])
storeInt(inventory.get_selected_items()[0]) # sends the data for mouse tracking
objInteraction(inventory.get_selected_items()[0])
elif inventory.is_anything_selected() and retrievable: # use object on something retrievable
storeInt(inventory.get_selected_items()[0])
storeInt(inventory.get_selected_items()[0]) # sends the data for mouse tracking
objInteraction(inventory.get_selected_items()[0])
elif !inventory.is_anything_selected() and retrievable: # if they click on something retrievable w/ empty hands
storeClick("Picked up")
storeClick("Picked up") # sends the data for mouse tracking
pickup()
elif interactable: #for environment things that arent retrievable, and hands are empty
storeClick("Clicked on")
storeClick("Clicked on") # sends the data for mouse tracking
mouseInteraction()
#get_tree().set_input_as_handled()
func storeClick(method):
func storeClick(method): # stores the mouse click data to data.save
var save_data = File.new()
if !save_data.file_exists("user://data.save"):
save_data.open("user://data.save",File.WRITE)
......@@ -58,7 +60,7 @@ func storeClick(method):
print("Writing to file")
save_data.close()
func storeInt(selected):
func storeInt(selected): # specifically for using one item on another, stores mouse click data to data.save
var save_data = File.new()
if !save_data.file_exists("user://data.save"):
save_data.open("user://data.save",File.WRITE)
......@@ -72,9 +74,9 @@ func storeInt(selected):
save_data.close()
# override the following functions as needed when extending the script:
func mouseInteraction(): # just clicked on it with nothing
dialogueBox.text = flavorText
func pickup(): # when it's picked up
dialogueBox.text = flavorText
......@@ -89,4 +91,3 @@ func objInteraction(selected): # when an object is used on it
else:
dialogueBox.text = "No flavor text found" #can replace this later!
inventory.unselect_all() #unselect item
extends "res://Item.gd"
signal retrieved
onready var eventHandler
# This script is a general use script for the different lab notes, signals to the event handler to add another note to the count
# This script also allows for the lab notes to stack instead of showing up in the inventory one by one
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -11,9 +13,9 @@ func passEvent(handler):
connect("retrieved", handler,"_add_lab_note")
func pickup():
if (eventHandler.get_lab_notes() == 0):
if (eventHandler.get_lab_notes() == 0): # if this is the first lab note, add a generic lab note item to inventory
inventory.add_item("Lab Notes", texture)
if get_name() == "Lab Note - Bathroom":
if get_name() == "Lab Note - Bathroom": # if this is specifically the lab note in the bathroom, signal to the mirror that it's been taken
get_parent().get_node("Mirror").gotNote()
dialogueBox.text = flavorText
queue_free()
......
[gd_scene load_steps=15 format=2]
[gd_scene load_steps=14 format=2]
[ext_resource path="res://assets/Placeholder BGs/kitchen area.png" type="Texture" id=1]
[ext_resource path="res://assets/placeholder item.png" type="Texture" id=2]
[ext_resource path="res://Item.gd" type="Script" id=3]
[ext_resource path="res://Scripts/Dialogue control/Dialogue control - Kitchen.gd" type="Script" id=4]
[ext_resource path="res://assets/Thesis Clickables/stool.png" type="Texture" id=5]
[ext_resource path="res://Scripts/Stool.gd" type="Script" id=6]
[ext_resource path="res://Scripts/Fridge.gd" type="Script" id=7]
[ext_resource path="res://Scripts/Movement scripts/Cabinet.gd" type="Script" id=8]
......@@ -117,11 +116,10 @@ visible = false
position = Vector2( 112.641, 527.75 )
scale = Vector2( 0.829244, 0.829244 )
input_pickable = true
script = ExtResource( 6 )
script = ExtResource( 3 )
__meta__ = {
"_edit_group_": true
}
retrievable = true
flavorText = "A sturdy stool."
[node name="CollisionShape2D" type="CollisionShape2D" parent="Stool"]
......
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=11 format=2]
[ext_resource path="res://assets/Placeholder BGs/laundry area.png" type="Texture" id=1]
[ext_resource path="res://Item.gd" type="Script" id=2]
[ext_resource path="res://assets/Thesis Clickables/stool.png" type="Texture" id=3]
[ext_resource path="res://Scripts/Stool.gd" type="Script" id=4]
[ext_resource path="res://Scripts/Dialogue control/Dialogue control - Laundry area.gd" type="Script" id=5]
[ext_resource path="res://Scripts/Groceries.gd" type="Script" id=6]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 35.8254, 43.5967 )
extents = Vector2( 35.8254, 38.2746 )
[sub_resource type="StreamTexture" id=2]
flags = 4
......@@ -52,7 +51,7 @@ interactable = true
flavorText = "Something's in the way."
[node name="CollisionShape2D" type="CollisionShape2D" parent="Laundry door"]
position = Vector2( 7.24008, -23.0954 )
position = Vector2( 5.806, -53.2112 )
scale = Vector2( 5, 5 )
z_index = -1
shape = SubResource( 1 )
......@@ -113,7 +112,7 @@ __meta__ = {
position = Vector2( 642.322, 475.158 )
scale = Vector2( 0.829244, 0.829244 )
input_pickable = true
script = ExtResource( 4 )
script = ExtResource( 2 )
__meta__ = {
"_edit_group_": true
}
......
......@@ -6,7 +6,7 @@
[ext_resource path="res://Scripts/Dialogue control/Dialogue control - Test Room 1.gd" type="Script" id=4]
[ext_resource path="res://assets/Thesis Clickables/trail 1.png" type="Texture" id=5]
[ext_resource path="res://assets/Thesis Clickables/trail 2.png" type="Texture" id=6]
[ext_resource path="res://Scripts/Placeholder 4.gd" type="Script" id=7]
[ext_resource path="res://Item.gd" type="Script" id=7]
[ext_resource path="res://assets/Thesis Clickables/clothes pile.png" type="Texture" id=8]
[ext_resource path="res://Scripts/Laundry basket.gd" type="Script" id=9]
[ext_resource path="res://Scripts/Movement scripts/Bathroom door.gd" type="Script" id=10]
......
......@@ -61,7 +61,7 @@ bg_color = Color( 0.145098, 0.145098, 0.164706, 1 )
[node name="Bedroom" parent="." instance=ExtResource( 1 )]
script = ExtResource( 4 )
items = [ NodePath("Pants"), NodePath("Shirt"), NodePath("Sando"), NodePath("Towel"), NodePath("Laundry basket"), NodePath("Laptop"), NodePath("Pile of clothes"), NodePath("Bathroom door"), NodePath("Terrarium"), NodePath("BG") ]
items = [ NodePath("Pants"), NodePath("Shirt"), NodePath("Sando"), NodePath("Towel"), NodePath("Laundry basket"), NodePath("Laptop"), NodePath("Pile of clothes"), NodePath("Bathroom door"), NodePath("Terrarium") ]
[node name="Sprite" parent="Bedroom/BG/CollisionShape2D" index="0"]
position = Vector2( 9.0239, 16.168 )
......
extends StaticBody2D
onready var inventory
export(bool) var tracking
# This script tracks the coordinates of each mouse click, and saves it to data.save
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _unhandled_input(event):
func _unhandled_input(event): # for any input that isn't capture by UI or any other items in the scene tree (doesn't count instanced scene trees)
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
if tracking:
var save_data = File.new()
if !save_data.file_exists("user://data.save"):
if tracking: # if tracking of coordinates is enabled, turn it off to only track per-item clicks
var save_data = File.new()
if !save_data.file_exists("user://data.save"): # creates a new save file if there is none
save_data.open("user://data.save",File.WRITE)
save_data.store_string(str(event.position) + ": ")
print("Created file")
else:
else: # appends to existing save file if it does exist
save_data.open("user://data.save",File.READ_WRITE)
save_data.seek_end()
save_data.store_string("\n"+ str(event.position) + ": ")
print("Writing coordinates to file")
save_data.close()
#print(event.position)
func passUI(inv, dia, que):
inventory = inv
print("Found " + inventory.get_name())
......@@ -3,6 +3,8 @@ signal retrieved
onready var eventHandler
onready var clothesTexture = get_parent().get_node("Pile of clothes/CollisionShape2D/Sprite").get_texture()
# This script allows for the different pieces of clothing on the floor to be stacked, combining into one general pile of dirty clothes
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
......@@ -18,4 +20,3 @@ func pickup():
queue_free()
inventory.unselect_all()
emit_signal("retrieved")
#test
......@@ -4,6 +4,9 @@ signal start_lab
onready var started = false
onready var eventHandler
# 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
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
......@@ -15,7 +18,7 @@ func passEvent(handler):
func mouseInteraction():
.mouseInteraction()
if !started:
if !started: # if the quests have been given yet
emit_signal("start_lab")
started = true
else:
......
extends "res://Item.gd"
onready var number = 0
signal selected_ing
signal unselected_ing
signal cook
signal eat
signal selected_ing # that an ingredient has been selected
signal unselected_ing # that an ingredient has been unselected
signal cook # that the player has selected cook
signal eat # that the player has selected eat
# booleans
# This script is a general use script for food items, and signals to the energy handler what food has been selected. This also includes the "Eat" and "Cook" buttons, which signal to the energy handler to commence eating/cooking the selected items
# booleans, whether or not a specific food has been selected
onready var bread
onready var egg
onready var granola
......
extends "res://Item.gd"
signal fridge_opened
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# This script sends the player to the fridge view when clicked on
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -16,6 +12,4 @@ func mouseInteraction():
func passEvent(handler):
connect("fridge_opened", handler,"_open_fridge")
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
extends "res://Item.gd"
signal groceries_put_away
# This script signals to the event handler that the stool has been used on the groceries, then disposes of this node
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
......
extends "res://Item.gd"
signal laptop
# This script changes to the zoomed in view of the desk when clicked on
# Called when the node enters the scene tree for the first time.
func _ready():
......
extends "res://Item.gd"
signal retrieved
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# This script changes the view to the zoomed into the laundry basket when clicked on
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -24,12 +20,7 @@ func objInteraction(selected): # when an object is used on it
dialogueBox.text = flavor
else:
dialogueBox.text = "No flavor text found" #can replace this later!
var selectedText = inventory.get_item_text(selected)
if selectedText == "Pants" or selectedText == "Shirt" or selectedText == "Sando" or selectedText == "Towel":
inventory.remove_item(selected)
inventory.unselect_all() #unselect item
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func finished():
interactable = false
extends "res://Item.gd"
signal cleaned
onready var eventHandler
onready var clean = false
# This script is for changing the flavor text of the mess on floor and tracking if it's been cleaned or not, and prevents it from being cleaned before the bobby pins have been picked up
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -13,18 +15,17 @@ func passEvent(handler):
func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Cleaning mat":
if inventory.get_item_text(selected) == "Cleaning mat": # using the cleaning materials on the mess
if inventory.hasItem("Bobby pins") == -1: #if the bobby pins haven't been picked up yet
dialogueBox.text = "Ow! I stepped on something!"
print("Cleaning but bobby pins")
else:
if flavorText != "Okay. That wasn't so bad...": #if it hasnt been cleaned yet
else: # if they have been picked up
if !clean: #if it hasnt been cleaned yet
dialogueBox.text = "Finally... I can walk around my own bathroom."
flavorText = "Okay. That wasn't so bad..."
emit_signal("cleaned", "Cleaning mat")
else:
clean = true
else: # trying to use the cleaning materials when it's already clean
dialogueBox.text = flavorText
print("already cleaned")
elif typeof(flavor) != 0: #checks if there's coded flavor text for this interaction
dialogueBox.text = flavor
else:
......@@ -33,6 +34,6 @@ func objInteraction(selected):
func mouseInteraction():
.mouseInteraction()
if flavorText != "Do I have anything to clean this with?":
if flavorText != "Do I have anything to clean this with?": # changing flavor text after the first interaction
flavorText = "Do I have anything to clean this with?"
......@@ -3,7 +3,8 @@ onready var gotLabNote = false
onready var first = true
signal cleaned
onready var eventHandler
onready var clean = false
onready var clean = false # whether or not the mirror is clean
# This script changes the flavor text of the mirror after clicking on it the first time, and also prevents the mirror from being cleaned before the lab note is retrieved
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -17,22 +18,22 @@ func passEvent(handler):
func mouseInteraction():
.mouseInteraction()
if first:
if first: # changes flavor text after first interaction
flavorText = "Do I have anything to clean this with?"
first = false
func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Cleaning mat":
if inventory.get_item_text(selected) == "Cleaning mat": # if the cleaning materials are used on it
if !clean: # if the mirror is clean yet
if gotLabNote: # if the note's been removed
flavorText = "Great! I can see my own face again."
dialogueBox.text = flavorText
emit_signal("cleaned", "Cleaning mat")
clean = true
else:
emit_signal("cleaned", "Cleaning mat") # signals to event handler that another object has been cleaned
clean = true # mirror is now clean
else: # if the mirror is dirty but the lab note hasn't been retrieved
dialogueBox.text = "Hey! Something's still written on the mirror! Looks important..."
else:
else: # if the mirror is already clean
dialogueBox.text = flavorText
elif typeof(flavor) != 0: #checks if there's coded flavor text for this interaction
dialogueBox.text = flavor
......@@ -40,6 +41,6 @@ func objInteraction(selected):
dialogueBox.text = "No flavor text found" #can replace this later!
inventory.unselect_all() #unselect item
func gotNote():
print("Got lab note")
func gotNote(): # once lab note has been retrieved
#print("Got lab note")
gotLabNote = true
extends "res://Item.gd"
signal enter
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# This script moves the player to the bathroom when clicked on
# Called when the node enters the scene tree for the first time.
func _ready():
......
......@@ -2,6 +2,7 @@ extends "res://Item.gd"
signal cabinet
onready var unlocked = false
onready var first = true
# This script sends the player to the Inside Cabinet view once unlocked and then clicked on
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -10,7 +11,7 @@ func _ready():
func mouseInteraction():
if unlocked:
emit_signal("cabinet")
elif first:
elif first: # changes the flavor text after the first interaction
.mouseInteraction()
flavorText = "I need some tools to get this cabinet open. Maybe I can go out and find some?"
first = false
......@@ -27,9 +28,9 @@ func objInteraction(selected):
dialogueBox.text = flavor
else:
dialogueBox.text = "No flavor text found" #can replace this later!
if inventory.get_item_text(selected) == "Screwdriver": # unlocking the door with a bobby pin
if inventory.get_item_text(selected) == "Screwdriver": # unjamming the cabinet with the screwdriver
dialogueBox.text = "Food, you are now free from your prison. You're welcome."
emit_signal("cabinet")
unlocked = true
inventory.remove_item(selected)
inventory.unselect_all() #unselect item
......
extends "res://Item.gd"
signal exit
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# This script moves the player from the bathroom to the bedroom
# Called when the node enters the scene tree for the first time.
func _ready():
......
extends "res://Item.gd"
signal returnFridge
# This script returns the player to the kitchen, from the fridge view
# Called when the node enters the scene tree for the first time.
func _ready():
......
extends "res://Item.gd"
signal laptop
# This script returns the player to the bedroom, from the desk
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
......
extends "res://Item.gd"
signal returnLaundry
# This script returns the player to the bedroom from the laundry basket view
# Called when the node enters the scene tree for the first time.
func _ready():
......
extends "res://Item.gd"
signal cleaned
onready var eventHandler
onready var clean = false
# This script is for changing the flavor text of the sink and tracking if it's been cleaned or not
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func passEvent(handler):
eventHandler = handler
connect("cleaned", handler,"_clean")
......@@ -14,11 +16,12 @@ func passEvent(handler):
func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Cleaning mat":
if flavorText != "Okay. That wasn't so bad...":
if !clean: # trying to clean the sink when it's dirty
flavorText = "Okay. That wasn't so bad..."
dialogueBox.text = flavorText
emit_signal("cleaned", "Cleaning mat")
else:
clean = true
else: # trying to clean it again
dialogueBox.text = "I cleaned that already!"
elif typeof(flavor) != 0: #checks if there's coded flavor text for this interaction
......
extends "res://Item.gd"
signal checked
# This script changes the flavor text after the first interaction
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -7,10 +8,10 @@ func _ready():
func mouseInteraction():
.mouseInteraction()
if flavorText == "OMG! Where did Banana go??":
#emit_signal("checked", "Find Banana")
if flavorText == "OMG! Where did Banana go??": # if it's the first interaction
flavorText = "Okay... if I were a lizard, where would I be?"
func passEvent(handler):
#connect("checked", handler,"_add_quest")
# will need handler later maybe but for now its not needed anymore
pass
extends "res://Item.gd"
onready var first
onready var clean
onready var clean = false
signal cleaned
onready var eventHandler
# This script is for changing the flavor text of the toilet and tracking if it's been cleaned or not
func _ready():
pass # Replace with function body.
......@@ -20,16 +22,13 @@ func objInteraction(selected): # when an object is used on it
dialogueBox.text = "No flavor text found" #can replace this later!
if (inventory.get_item_text(selected) == "Plunger"):
if (flavorText != "Okay. That wasn't so bad... "):
if !clean: # if toilet isnt clean, and they use the plunger
flavorText = "Okay. That wasn't so bad... "
dialogueBox.text = "Time to tango, toilet."
emit_signal("cleaned", "Plunger")
clean = true
if eventHandler.getClean() == 3:
inventory.remove_item(selected)
else:
else: # if they try to use the plunger on a clean toilet
dialogueBox.text = "I can't make it any LESS unclogged.."
inventory.unselect_all() #unselect item
extends "res://Item.gd"
signal notebook_got
#onready var eventHandler
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# This script is for picking up the to do list, signals to the event handler that the tutorial can proceed
# Called when the node enters the scene tree for the first time.
func _ready():
......@@ -17,6 +12,3 @@ func pickup():
func passEvent(handler):
connect("notebook_got", handler, "_get_notebook")
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
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