Compare commits
9 Commits
Author | SHA1 | Date | |
---|---|---|---|
4c581b140c | |||
a37c803963 | |||
9f12974c85 | |||
ddbfe47cd2 | |||
8158a83a37 | |||
c0b5db1696 | |||
ccdf3e0433 | |||
fbac704aa7 | |||
6d5d7ba3aa |
@ -69,10 +69,6 @@ jobs:
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mkdir -v -p build/mac
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mkdir -v -p build/mac
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godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
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godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
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zip -r Mac.zip build/mac
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zip -r Mac.zip build/mac
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- name: Web Build
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run: |
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mkdir -v -p build/web
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godot --headless --verbose --export-release "Web" build/web/index.html
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- name: Upload to Itch
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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uses: KikimoraGames/itch-publish@v0.0.3
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@ -101,12 +97,3 @@ jobs:
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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gameData: Mac.zip
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gameData: Mac.zip
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buildChannel: mac
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buildChannel: mac
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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gameData: build/web
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buildChannel: web
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@ -5,13 +5,13 @@ bus/1/name = &"SFX"
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bus/1/solo = false
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bus/1/solo = false
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bus/1/mute = false
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bus/1/mute = false
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bus/1/bypass_fx = false
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bus/1/bypass_fx = false
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bus/1/volume_db = -12.4611
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bus/1/volume_db = -19.6683
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bus/1/send = &"Master"
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bus/1/send = &"Master"
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bus/2/name = &"Ambiance"
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bus/2/name = &"Ambiance"
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bus/2/solo = false
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bus/2/solo = false
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bus/2/mute = false
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bus/2/mute = false
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bus/2/bypass_fx = false
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bus/2/bypass_fx = false
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bus/2/volume_db = -16.4004
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bus/2/volume_db = -15.795
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bus/2/send = &"Master"
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bus/2/send = &"Master"
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bus/3/name = &"Music"
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bus/3/name = &"Music"
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bus/3/solo = false
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bus/3/solo = false
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@ -29,13 +29,13 @@ bus/5/name = &"Steps"
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bus/5/solo = false
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bus/5/solo = false
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bus/5/mute = false
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bus/5/mute = false
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bus/5/bypass_fx = false
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bus/5/bypass_fx = false
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bus/5/volume_db = -23.3524
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bus/5/volume_db = -29.2359
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bus/5/send = &"Master"
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bus/5/send = &"Master"
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bus/6/name = &"Dialogue"
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bus/6/name = &"Dialogue"
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bus/6/solo = false
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bus/6/solo = false
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bus/6/mute = false
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bus/6/mute = false
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bus/6/bypass_fx = false
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bus/6/bypass_fx = false
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bus/6/volume_db = -10.9863
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bus/6/volume_db = -8.39524
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bus/6/send = &"Master"
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bus/6/send = &"Master"
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bus/7/name = &"BadGuy"
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bus/7/name = &"BadGuy"
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bus/7/solo = false
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bus/7/solo = false
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20
main.gd
20
main.gd
@ -25,6 +25,12 @@ var active_camera: SuperCamera
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@onready var red_hood_cutscene: AnimationPlayer = $RedHoodCutscene
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@onready var red_hood_cutscene: AnimationPlayer = $RedHoodCutscene
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@onready var final_cutscene: AnimationPlayer = $FinalCutscene
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@onready var final_cutscene: AnimationPlayer = $FinalCutscene
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@onready var trigger_second_npc_dialogue: Area2D = $TriggerSecondNPCDialogue
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@onready var trigger_npc_first_dialogue: Area2D = $TriggerNPCFirstDialogue
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@onready var trigger_final_dialogue: Area2D = $TriggerFinalDialogue
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@onready var ending: ColorRect = $Ending
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@onready var ambiance: AudioStreamPlayer = $Ambiance
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@onready var ambiance: AudioStreamPlayer = $Ambiance
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var ambiance_stream: AudioStreamInteractive
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var ambiance_stream: AudioStreamInteractive
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@ -35,8 +41,8 @@ func _ready() -> void:
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child.became_active.connect(on_camera_became_active)
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child.became_active.connect(on_camera_became_active)
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ambiance.get_stream_playback().switch_to_clip_by_name("Start")
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ambiance.get_stream_playback().switch_to_clip_by_name("Start")
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# opening_cutscene.play("opening_cutscene")
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opening_cutscene.play("opening_cutscene")
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# opening_fade_to_black.visible = true
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opening_fade_to_black.visible = true
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func on_camera_became_active(camera: SuperCamera):
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func on_camera_became_active(camera: SuperCamera):
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active_camera = camera
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active_camera = camera
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@ -49,6 +55,7 @@ func _process(delta: float) -> void:
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bubbles_interior.global_position.x = active_camera.global_position.x
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bubbles_interior.global_position.x = active_camera.global_position.x
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choices_container.global_position.x = active_camera.global_position.x - 100
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choices_container.global_position.x = active_camera.global_position.x - 100
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opening_fade_to_black.global_position.x = active_camera.global_position.x - 320.0
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opening_fade_to_black.global_position.x = active_camera.global_position.x - 320.0
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ending.global_position.x = active_camera.global_position.x - 320.0
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background_far.global_position.x = active_camera.global_position.x * parallax_far
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background_far.global_position.x = active_camera.global_position.x * parallax_far
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background_middle.global_position.x = active_camera.global_position.x * parallax_middle
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background_middle.global_position.x = active_camera.global_position.x * parallax_middle
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@ -69,7 +76,7 @@ func to_main_menu():
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func quit_game():
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func quit_game():
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pass
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pass
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func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void:
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func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void:
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red_hood_cutscene.play("cutscene")
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red_hood_cutscene.play("cutscene")
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@ -77,10 +84,11 @@ func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void:
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func _on_red_hood_sword_dialogue_dialogue_ended() -> void:
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func _on_red_hood_sword_dialogue_dialogue_ended() -> void:
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red_hood_cutscene.play("flee")
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red_hood_cutscene.play("flee")
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trigger_second_npc_dialogue.queue_free()
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func _on_final_armor_dialogue_ended() -> void:
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func _on_final_armor_dialogue_ended() -> void:
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red_hood_cutscene.play("final")
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red_hood_cutscene.play("final")
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trigger_final_dialogue.queue_free()
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func _on_final_cinematic_body_entered(body: Node2D) -> void:
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func _on_final_cinematic_body_entered(body: Node2D) -> void:
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@ -97,3 +105,7 @@ func _on_squelettes_ambiance_body_entered(body: Node2D) -> void:
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func _on_cave_ambiance_body_entered(body: Node2D) -> void:
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func _on_cave_ambiance_body_entered(body: Node2D) -> void:
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ambiance.get_stream_playback().switch_to_clip_by_name("Cave")
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ambiance.get_stream_playback().switch_to_clip_by_name("Cave")
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func _on_npc_shield_dialogue_dialogue_ended() -> void:
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trigger_npc_first_dialogue.queue_free()
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@ -21,7 +21,7 @@ var gravity_modifier = 1
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@onready var base: AnimatedSprite2D = $Base
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@onready var base: AnimatedSprite2D = $Base
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var current_sprite: AnimatedSprite2D
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var current_sprite: AnimatedSprite2D
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var is_in_cutscene = false # back to true on build
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var is_in_cutscene = true # back to true on build
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var current_animation = "idle"
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var current_animation = "idle"
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var is_hitting = false
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var is_hitting = false
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Reference in New Issue
Block a user