midori-school/levels/ui/Cutscenes.gd

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GDScript3
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extends Node2D
var level
var player
var music
var bgsound := AudioStreamPlayer.new()
var sfx1 := AudioStreamPlayer.new()
var musictrack
var isboss
var bhud = load("res://levels/bottomhud.tscn").instantiate()
var ishud = true
# Called when the node enters the scene tree for the first time.
func _ready():
add_child(bgsound)
add_child(sfx1)
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level = load(Global.cutscenes[Global.ccutscene][0]).instantiate()
musictrack = Global.cutscenes[Global.ccutscene][2]
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music = load(musictrack)
get_tree().root.add_child.call_deferred(level)
get_tree().root.add_child.call_deferred(bhud)
#get_tree().root.add_child.call_deferred(player)
bgsound.stream = music
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bgsound.play(0)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
#Global.xm = 0
#Global.ym = 0
#var velocity = Vector2.ZERO
#if Global.live == 1 && !Input.is_key_pressed(KEY_V) && !Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER):
# if Input.get_joy_axis(0,JOY_AXIS_LEFT_X) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) > 0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_X) < -0.2 || Input.get_joy_axis(0,JOY_AXIS_LEFT_Y) < -0.2:
# Global.xm = Input.get_joy_axis(0,JOY_AXIS_LEFT_X)
# Global.ym = Input.get_joy_axis(0,JOY_AXIS_LEFT_Y)
# else:
# if Input.is_action_pressed("ui_left"):
# Global.xm = -1
# if Input.is_action_pressed("ui_right"):
# Global.xm = 1
# if Input.is_action_pressed("ui_up"):
# Global.ym = -1
# if Input.is_action_pressed("ui_down"):
# Global.ym = 1
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#velocity = (Vector2.RIGHT.rotated(rotation) * -100 * Global.xm * delta)-Vector2.UP.rotated(rotation) * -100 * Global.ym * delta
func _input(event):
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if (Input.is_key_pressed(KEY_ESCAPE) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK)) && Global.debug:
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Global.live = 0
Global.bossready = false
get_tree().root.remove_child(bhud)
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#get_tree().root.remove_child(player)
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get_tree().root.remove_child(level)
if Global.debug:
get_tree().change_scene_to_file("res://levels/ui/scene.tscn")
else:
get_tree().change_scene_to_file("res://title.tscn")
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#if (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_UP)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_UP))):
# if Global.debug:
# if Global.dparty[0][0] != null:
# Global.dcpchar = 0
# else:
# if Global.party[0][0] != null:
# Global.cpchar = 0
#elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_RIGHT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_RIGHT))):
# if Global.debug:
# if Global.dparty[1][0] != null:
# Global.dcpchar = 1
# else:
# if Global.party[1][0] != null:
# Global.cpchar = 1
#elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_DOWN)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_DOWN))):
# if Global.debug:
# if Global.dparty[2][0] != null:
# Global.dcpchar = 2
# else:
# if Global.party[2][0] != null:
# Global.cpchar = 2
#elif (Global.live == 1 && (Input.is_key_pressed(KEY_V) && Input.is_key_pressed(KEY_LEFT)) ||(Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) && Input.is_joy_button_pressed(0,JOY_BUTTON_DPAD_LEFT))):
# if Global.debug:
# if Global.dparty[3][0] != null:
# Global.dcpchar = 3
# else:
# if Global.party[3][0] != null:
# Global.cpchar = 3
#if Global.bossready:
# Global.bossready = false
# sfx1.stream = load(Global.sfxtracks[1])
# sfx1.play(0)
# bgsound.play(0)