r3-next/backgounds/wormhole.gd

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GDScript3
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extends Node2D
# Called when the node enters the scene tree for the first time.
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var wormhole = load("res://levels/wormhole.tscn").instance()
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func _ready():
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call_deferred("_level")
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Global.wait = Time.get_ticks_msec()
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#pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
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if Time.get_ticks_msec() - Global.wait > Global.timelimit:
Global.live = 2
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if Global.live == 0 || Input.is_action_just_pressed("ui_cancel"):
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_title()
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elif Global.live == 2:
_crash()
elif Global.live == 3:
_complete()
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#pass
func _title():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
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get_tree().root.remove_child(wormhole)
if Global.debug:
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get_tree().change_scene("res://levels/scene.tscn")
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else:
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get_tree().change_scene("res://title.tscn")
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#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
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func _crash():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
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Global.time = Time.get_ticks_msec() - Global.wait
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yield(get_tree().create_timer(1.0), "timeout")
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#queue_free()
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get_tree().root.remove_child(wormhole)
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get_tree().change_scene("res://backgounds/supernova.tscn")
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#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
func _complete():
# This is like autoloading the scene, only
# it happens after already loading the main scene.
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Global.time = Time.get_ticks_msec() - Global.wait
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get_tree().root.remove_child(wormhole)
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get_tree().change_scene("res://levels/credits.tscn")
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#get_tree().root.add_child(title)
#get_tree().root.remove_child(boot)
#boot.queue_free()
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func _level():
get_tree().root.add_child(wormhole)