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authorJan Tuomi <jan@jantuomi.fi>2026-02-05 21:54:16 +0200
committerJan Tuomi <jan@jantuomi.fi>2026-02-05 21:54:16 +0200
commitf53d1d99707c5063a35c0c68890e0947077108ad (patch)
tree4fc47e986b520c9c0c746a20edc5015de24e207b /top.gd
parent7241211bf3d960c0921c273cca5d10ad92734a61 (diff)
Work on intro cinematic
Diffstat (limited to 'top.gd')
-rw-r--r--top.gd16
1 files changed, 12 insertions, 4 deletions
diff --git a/top.gd b/top.gd
index 58973b0..49d4303 100644
--- a/top.gd
+++ b/top.gd
@@ -3,12 +3,14 @@ extends Node2D
const ROOM_MAIN_MENU: String = "res://rooms/main_menu.tscn"
const ROOM_NEW_GAME: String = "res://rooms/cine_intro.tscn"
-const DOOR_NEW_GAME: String = "DoorEntry"
+const DOOR_NEW_GAME: Variant = null #"DoorEntry"
var active_room_name: String
var pause_menu: PauseMenu
var inventory: Inventory
+@onready var cine_bars_player: AnimationPlayer = $CinematicBars/AnimationPlayer;
+
func _ready() -> void:
if not OS.is_debug_build():
$DebugInfo.queue_free()
@@ -60,11 +62,12 @@ func toggle_pause():
add_child.call_deferred(pause_menu)
func play_cine_bars():
- $CinematicBars/AnimationPlayer.play("cine_bars")
- await $CinematicBars/AnimationPlayer.animation_finished
+ cine_bars_player.play("cine_bars")
+ await cine_bars_player.animation_finished
func clear_cine_bars():
- $CinematicBars/AnimationPlayer.play("RESET")
+ cine_bars_player.play_backwards("cine_bars")
+ await cine_bars_player.animation_finished
# Save state logic
@@ -76,6 +79,7 @@ const SAVE_LAST_DOOR_NAME = "LAST_DOOR_NAME"
const SAVE_GOT_ZOOP = "GOT_ZOOP"
const SAVE_GOT_HANG = "GOT_HANG"
const SAVE_RELICS = "RELICS"
+const SAVE_CINE_INTRO_DONE = "CINE_INTRO_DONE"
func game_set(k: String, v: Variant):
save_state.set_value(SAVE_SECTION, k, v)
@@ -89,6 +93,8 @@ func game_save():
relics_str.push_back(str(relic))
var relics_csv = ",".join(relics_str)
save_state.set_value(SAVE_SECTION, SAVE_RELICS, relics_csv)
+
+ save_state.set_value(SAVE_SECTION, SAVE_CINE_INTRO_DONE, inventory.cine_intro_done)
save_state.save(SAVE_PATH)
@@ -107,5 +113,7 @@ func game_load():
#for relic in relics_csv.split(",", false):
# var relic_int = int(relic)
# inventory.relics.push_back(relic_int)
+
+ inventory.cine_intro_done = save_state.get_value(SAVE_SECTION, SAVE_CINE_INTRO_DONE, false)
$TransitionPlayer.room_transition(null, save_active_room_path, save_last_door_name)