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(): ...@@ -54,3 +54,15 @@ func start():
func _on_Button_pressed(): func _on_Button_pressed():
start() start()
get_parent().get_node("Start").queue_free() 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(): ...@@ -21,7 +21,7 @@ func getShot():
shotName = "Shot " + str(sceneProgress + 1) + "." + str(sceneDecimal) shotName = "Shot " + str(sceneProgress + 1) + "." + str(sceneDecimal)
else: else:
shotName = "Shot " + str(sceneProgress + 1) shotName = "Shot " + str(sceneProgress + 1)
if (sceneProgress+1) != 18: if (sceneProgress+1) != 19:
anim.play(shotName) anim.play(shotName)
match (sceneProgress + 1): match (sceneProgress + 1):
7, 8, 9, 10, 12: 7, 8, 9, 10, 12:
...@@ -36,7 +36,7 @@ func getShot(): ...@@ -36,7 +36,7 @@ func getShot():
sceneProgress += 1 sceneProgress += 1
else: else:
sceneDecimal += 1 sceneDecimal += 1
18: 19:
sceneProgress = 0 sceneProgress = 0
get_parent().queue_free() # dont need that scene anymore get_parent().queue_free() # dont need that scene anymore
tracking = false tracking = false
......
This diff is collapsed.
...@@ -130,10 +130,10 @@ func get_clothes(): # returns the number of pieces of clothing that have been co ...@@ -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 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 bathroomClean = bathroomClean + 1
print("Cleaning " + str(bathroomClean)) print("Cleaning " + str(bathroomClean))
if toolUsed == "Cleaning mat": if toolUsed == "Cleaning materials":
cleaningMaterials += 1 cleaningMaterials += 1
if cleaningMaterials == 3: # if the cleaning materials have cleaned 3 objects (sink, mirror, and floor), remove it 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 if bathroomClean == 5: # if it's done, finish the quest
quests.finishQuest("Clean bathroom and take out trash") 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 ...@@ -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("Close")
notepad_words.add_item("Turn on") notepad_words.add_item("Turn on")
notepad_words.add_item("Put in") notepad_words.add_item("Put in")
notepad_words.add_item("Look") notepad_words.add_item("Look at")
notepad.get_node("CollisionPolygon2D").disabled = true notepad.get_node("CollisionPolygon2D").disabled = true
return "Alright, lets do this!" return "Alright, lets do this!"
else: else:
...@@ -273,7 +273,7 @@ func _enter_notebook_plants(): # trying to engage in the notebook puzzle for doi ...@@ -273,7 +273,7 @@ func _enter_notebook_plants(): # trying to engage in the notebook puzzle for doi
var notepad_words = notepad.get_node("Words") var notepad_words = notepad.get_node("Words")
notepad.get_node("Words").clear() notepad.get_node("Words").clear()
notepad_words.show() notepad_words.show()
notepad_words.add_item("Look") notepad_words.add_item("Look at")
notepad_words.add_item("Clean") notepad_words.add_item("Clean")
notepad_words.add_item("Pick up") notepad_words.add_item("Pick up")
notepad_words.add_item("Put down") notepad_words.add_item("Put down")
......
...@@ -5,18 +5,7 @@ export(bool) var tracking ...@@ -5,18 +5,7 @@ export(bool) var tracking
# 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():
var save_data = File.new() pass
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()
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) 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 is InputEventMouseButton:
......
...@@ -44,7 +44,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -44,7 +44,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match clicked: match clicked:
"Plant": "Plant":
match selected: match selected:
"Look": "Look at":
return "A plant, kinda dry" return "A plant, kinda dry"
"Clean": "Clean":
if holding == "Plant": # putting clean plant in if holding == "Plant": # putting clean plant in
...@@ -93,7 +93,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -93,7 +93,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Pot": "Pot":
match selected: match selected:
"Look": "Look at":
if !potClean: if !potClean:
return "A little dirty from sitting on the balcony." return "A little dirty from sitting on the balcony."
else: else:
...@@ -169,7 +169,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -169,7 +169,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Soil": "Soil":
match selected: match selected:
"Look": "Look at":
return "Some soil" return "Some soil"
"Clean": "Clean":
return "Can't clean dirt!" return "Can't clean dirt!"
...@@ -196,7 +196,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -196,7 +196,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Water": "Water":
match selected: match selected:
"Look": "Look at":
return "Some water" return "Some water"
"Clean": "Clean":
return "It's as clean as tap water can get" return "It's as clean as tap water can get"
......
...@@ -34,7 +34,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -34,7 +34,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match clicked: match clicked:
"Washing machine door": "Washing machine door":
match selected: match selected:
"Look": "Look at":
return "The door to the washing machine" return "The door to the washing machine"
"Open": "Open":
get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false
...@@ -52,7 +52,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -52,7 +52,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Drawer": "Drawer":
match selected: match selected:
"Look": "Look at":
return "The little drawer for the soap" return "The little drawer for the soap"
"Open": "Open":
get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false get_parent().get_node(clicked +"/Hitbox/Sprite").visible = false
...@@ -71,7 +71,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -71,7 +71,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Soap": "Soap":
match selected: match selected:
"Look": "Look at":
return "Vanilla flavored detergent. I mean, scented." return "Vanilla flavored detergent. I mean, scented."
"Put in": "Put in":
if drawer: if drawer:
...@@ -86,7 +86,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -86,7 +86,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
return "That doesn't really make sense." return "That doesn't really make sense."
"Clothes": "Clothes":
match selected: match selected:
"Look": "Look at":
return "A pile of clothes." return "A pile of clothes."
"Put in": "Put in":
if door: if door:
...@@ -105,7 +105,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it ...@@ -105,7 +105,7 @@ func interaction(selected, clicked): #selected = item in inventory, clicked = it
match selected: match selected:
"Turn on": "Turn on":
return checkWin() return checkWin()
"Look": "Look at":
if !machineOn: if !machineOn:
return "The control panel. It's still off!" return "The control panel. It's still off!"
else: else:
......
extends "res://Item.gd" extends "res://Item.gd"
signal retrieved signal retrieved
onready var enterable = true
# This script changes the view to the zoomed into the laundry basket when clicked on # 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. # Called when the node enters the scene tree for the first time.
...@@ -7,12 +8,15 @@ func _ready(): ...@@ -7,12 +8,15 @@ func _ready():
pass # Replace with function body. pass # Replace with function body.
func mouseInteraction(): func mouseInteraction():
emit_signal("retrieved") if enterable:
pass emit_signal("retrieved")
else:
.mouseInteraction()
func passEvent(handler): func passEvent(handler):
connect("retrieved", handler,"_laundry_basket") connect("retrieved", handler,"_laundry_basket")
pass pass
func finished(): func finished():
interactable = false enterable = false
flavorText = "Belly of the beast. I sometimes lose stuff in there."
...@@ -15,7 +15,7 @@ func passEvent(handler): ...@@ -15,7 +15,7 @@ func passEvent(handler):
func objInteraction(selected): func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name()) 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 if !inventory.hadBobby(): #if the bobby pins haven't been picked up yet
dialogueBox.text = "Ow! I stepped on something!" dialogueBox.text = "Ow! I stepped on something!"
else: # if they have been picked up else: # if they have been picked up
...@@ -23,7 +23,7 @@ func objInteraction(selected): ...@@ -23,7 +23,7 @@ func objInteraction(selected):
dialogueBox.text = "Finally... I can walk around my own bathroom." dialogueBox.text = "Finally... I can walk around my own bathroom."
flavorText = "Okay. That wasn't so bad..." flavorText = "Okay. That wasn't so bad..."
get_node("Hitbox/Sprite").visible = false get_node("Hitbox/Sprite").visible = false
emit_signal("cleaned", "Cleaning mat") emit_signal("cleaned", "Cleaning materials")
clean = true clean = true
else: # trying to use the cleaning materials when it's already clean else: # trying to use the cleaning materials when it's already clean
dialogueBox.text = flavorText dialogueBox.text = flavorText
......
...@@ -24,12 +24,12 @@ func mouseInteraction(): ...@@ -24,12 +24,12 @@ func mouseInteraction():
func objInteraction(selected): func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name()) 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 !clean: # if the mirror is clean yet
if gotLabNote: # if the note's been removed if gotLabNote: # if the note's been removed
flavorText = "Great! I can see my own face again." flavorText = "Great! I can see my own face again."
dialogueBox.text = flavorText 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 clean = true # mirror is now clean
get_node("Hitbox/Mess").visible = false get_node("Hitbox/Mess").visible = false
else: # if the mirror is dirty but the lab note hasn't been retrieved else: # if the mirror is dirty but the lab note hasn't been retrieved
......
...@@ -15,11 +15,11 @@ func passEvent(handler): ...@@ -15,11 +15,11 @@ func passEvent(handler):
func objInteraction(selected): func objInteraction(selected):
var flavor = control.interaction(inventory.get_item_text(selected), self.get_name()) 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 if !clean: # trying to clean the sink when it's dirty
flavorText = "Okay. That wasn't so bad..." flavorText = "Okay. That wasn't so bad..."
dialogueBox.text = flavorText dialogueBox.text = flavorText
emit_signal("cleaned", "Cleaning mat") emit_signal("cleaned", "Cleaning materials")
clean = true clean = true
get_node("Hitbox/Mess").visible = false get_node("Hitbox/Mess").visible = false
else: # trying to clean it again else: # trying to clean it again
......
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[deps]
source_file="res://assets/Cutscenes/02 - Finished Tutorial Puzzles/23.png"
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