Commit cf578379 authored by Julia Santos's avatar Julia Santos

Added segment to 3rd cutscene, renamed Cleaning mat to Cleaning materials

parent 76320137
source_md5="13154c80d54805149e03ff4bc5db983b"
dest_md5="14915a75f555d1728f91f27db7c23e96"
source_md5="a732d4eea4318e7108d2606bbd98e82c"
dest_md5="6fe04d607a4d750fed23fba6b4f51cf0"
......@@ -54,3 +54,15 @@ func start():
func _on_Button_pressed():
start()
get_parent().get_node("Start").queue_free()
var save_data = File.new()
var curTime = OS.get_time()
var timestamp = "[" + str(curTime.hour) + ":" + str(curTime.minute) + ":" + str(curTime.second) + "]"
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(timestamp + " FILE START, GAME START\n")
print("Created file")
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(timestamp + " GAME START\n")
save_data.close()
......@@ -21,7 +21,7 @@ func getShot():
shotName = "Shot " + str(sceneProgress + 1) + "." + str(sceneDecimal)
else:
shotName = "Shot " + str(sceneProgress + 1)
if (sceneProgress+1) != 18:
if (sceneProgress+1) != 19:
anim.play(shotName)
match (sceneProgress + 1):
7, 8, 9, 10, 12:
......@@ -36,7 +36,7 @@ func getShot():
sceneProgress += 1
else:
sceneDecimal += 1
18:
19:
sceneProgress = 0
get_parent().queue_free() # dont need that scene anymore
tracking = false
......
This diff is collapsed.
......@@ -130,10 +130,10 @@ func get_clothes(): # returns the number of pieces of clothing that have been co
func _clean(toolUsed): # adds to the number of items that have been cleaned, and to the number of times the cleaning materials have been used
bathroomClean = bathroomClean + 1
print("Cleaning " + str(bathroomClean))
if toolUsed == "Cleaning mat":
if toolUsed == "Cleaning materials":
cleaningMaterials += 1
if cleaningMaterials == 3: # if the cleaning materials have cleaned 3 objects (sink, mirror, and floor), remove it
inventory.remove_item_name("Cleaning mat")
inventory.remove_item_name("Cleaning materials")
if bathroomClean == 5: # if it's done, finish the quest
quests.finishQuest("Clean bathroom and take out trash")
......@@ -233,7 +233,7 @@ func _enter_notebook_laundry(): # trying to engage in the notebook puzzle for do
notepad_words.add_item("Close")
notepad_words.add_item("Turn on")
notepad_words.add_item("Put in")
notepad_words.add_item("Look")
notepad_words.add_item("Look at")
notepad.get_node("CollisionPolygon2D").disabled = true
return "Alright, lets do this!"
else:
......@@ -273,7 +273,7 @@ func _enter_notebook_plants(): # trying to engage in the notebook puzzle for doi
var notepad_words = notepad.get_node("Words")
notepad.get_node("Words").clear()
notepad_words.show()
notepad_words.add_item("Look")
notepad_words.add_item("Look at")
notepad_words.add_item("Clean")
notepad_words.add_item("Pick up")
notepad_words.add_item("Put down")
......
......@@ -5,18 +5,7 @@ export(bool) var tracking
# Called when the node enters the scene tree for the first time.
func _ready():
var save_data = File.new()
var curTime = OS.get_time()
var timestamp = "[" + str(curTime.hour) + ":" + str(curTime.minute) + ":" + str(curTime.second) + "]"
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("FILE START, GAME START\n")
print("Created file")
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("GAME START\n")
save_data.close()
pass
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:
......
......@@ -44,7 +44,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match clicked:
"Plant":
match selected:
"Look":
"Look at":
return "A plant, kinda dry"
"Clean":
if holding == "Plant": # putting clean plant in
......@@ -93,7 +93,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Pot":
match selected:
"Look":
"Look at":
if !potClean:
return "A little dirty from sitting on the balcony."
else:
......@@ -169,7 +169,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Soil":
match selected:
"Look":
"Look at":
return "Some soil"
"Clean":
return "Can't clean dirt!"
......@@ -196,7 +196,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Water":
match selected:
"Look":
"Look at":
return "Some water"
"Clean":
return "It's as clean as tap water can get"
......
......@@ -34,7 +34,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match clicked:
"Washing machine door":
match selected:
"Look":
"Look at":
return "The door to the washing machine"
"Open":
get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false
......@@ -52,7 +52,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Drawer":
match selected:
"Look":
"Look at":
return "The little drawer for the soap"
"Open":
get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false
......@@ -71,7 +71,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Soap":
match selected:
"Look":
"Look at":
return "Vanilla flavored detergent. I mean, scented."
"Put in":
if drawer:
......@@ -86,7 +86,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense."
"Clothes":
match selected:
"Look":
"Look at":
return "A pile of clothes."
"Put in":
if door:
......@@ -105,7 +105,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match selected:
"Turn on":
return checkWin()
"Look":
"Look at":
if !machineOn:
return "The control panel. It's still off!"
else:
......
extends "res://Item.gd"
signal retrieved
onready var enterable = true
# 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.
......@@ -7,12 +8,15 @@ func _ready():
pass # Replace with function body.
func mouseInteraction():
emit_signal("retrieved")
pass
if enterable:
emit_signal("retrieved")
else:
.mouseInteraction()
func passEvent(handler):
connect("retrieved", handler,"_laundry_basket")
pass
func finished():
interactable = false
enterable = false
flavorText = "Belly of the beast. I sometimes lose stuff in there."
......@@ -15,7 +15,7 @@ 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": # using the cleaning materials on the mess
if inventory.get_item_text(selected) == "Cleaning materials": # using the cleaning materials on the mess
if !inventory.hadBobby(): #if the bobby pins haven't been picked up yet
dialogueBox.text = "Ow! I stepped on something!"
else: # if they have been picked up
......@@ -23,7 +23,7 @@ func objInteraction(selected):
dialogueBox.text = "Finally... I can walk around my own bathroom."
flavorText = "Okay. That wasn't so bad..."
get_node("Hitbox/Sprite").visible = false
emit_signal("cleaned", "Cleaning mat")
emit_signal("cleaned", "Cleaning materials")
clean = true
else: # trying to use the cleaning materials when it's already clean
dialogueBox.text = flavorText
......
......@@ -24,12 +24,12 @@ func mouseInteraction():
func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name())
if inventory.get_item_text(selected) == "Cleaning mat": # if the cleaning materials are used on it
if inventory.get_item_text(selected) == "Cleaning materials": # 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") # signals to event handler that another object has been cleaned
emit_signal("cleaned", "Cleaning materials") # signals to event handler that another object has been cleaned
clean = true # mirror is now clean
get_node("Hitbox/Mess").visible = false
else: # if the mirror is dirty but the lab note hasn't been retrieved
......
......@@ -15,11 +15,11 @@ 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 materials":
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")
emit_signal("cleaned", "Cleaning materials")
clean = true
get_node("Hitbox/Mess").visible = false
else: # trying to clean it again
......
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