Initial Commit

This commit is contained in:
June
2026-03-24 22:00:03 -07:00
parent bf9620bbb6
commit 5533b95cff
73 changed files with 1647 additions and 293 deletions

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class_name npcAkers
extends cCharacter

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uid://bfo4bx2r2j3cw

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class_name npcConstruct
extends cCharacter
signal location_changed(ai, old_location, new_location)
signal state_changed(ai, old_state, new_state)
var state: int = 0
func advance_state() -> void:
if state >= MAX_STATE:
if reset_after_climax:
state = 0
else:
state += 1
func _ready():
super._ready()
print("Construct Ready")
Global.game.night.hour_changed.connect(_on_hour_changed)
func _on_hour_changed(hour: int):
if hour == 1:
ai_level += 2
if hour == 3:
ai_level += 5
func _process(delta: float) -> void:
super._process(delta)
match state:
0: pass # dormant
1: pass
2: pass
3: pass
4: pass
5: pass
6: pass
advance_state()
if (randi_range(1, 20) > 10):
stunted = true

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class_name npcFlesher
extends cCharacter
signal location_changed(ai, old_location, new_location)
signal state_changed(ai, old_state, new_state)
enum state {
IDLE,
MOVE,
SEEN,
HIDDEN
}

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uid://d3y7qtu4ox1dv

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class_name npcYoshida
extends cCharacter

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uid://dguqfb6ddsehj

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class_name cCharacter
extends Node
const Map = preload("res://Scripts/Levels/lsOffice.gd")
# --- Parameters ---
@export_range(0, 20) var ai_level := 10
@export var min_interval := 8
@export var max_interval := 12
@export var reset_after_climax := true
@export var character_name := "template"
# --- Constants ---
const MAX_STATE := 6
const DEBUG := true
# --- Runtime ---
var state: int = 0
var current_location: int = Global.LocationID.POWER_STATION
var current_room: int = -1
var move_timer := 0.0
var stunted: bool = false
func get_room_presence(room_id):
if current_location != room_id:
return -1
return state
func move_to(room_id: int):
if current_room != -1:
Global.rooms[current_room].remove_enemy(self)
current_room = room_id
Global.rooms[current_room].add_enemy(self)
func _init():
_ready()
func _ready() -> void:
randomize()
@@ -47,31 +49,12 @@ func try_move(delta: float) -> bool:
var roll := randi_range(1, 20)
if DEBUG:
print(name, " | AI:", ai_level, " | Roll:", roll)
print(character_name, " | AI:", ai_level, " | Roll:", roll)
return roll <= ai_level
func advance_state() -> void:
if state >= MAX_STATE:
if reset_after_climax:
state = 0
else:
state += 1
func _process(delta: float) -> void:
if try_move(delta):
if(stunted):
stunted = false
return
advance_state()
if (randi_range(1, 20) > 10):
stunted = true
match state:
0: pass # dormant
1: pass
2: pass
3: pass
4: pass
5: pass
6: pass

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extends Node2D
@export var target: Node
@export var night_manager: NightManager
var night_manager = Global.game.night
func _process(_delta: float) -> void:
queue_redraw()

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class_name cConstruct extends cCharacter
signal location_changed(ai, old_location, new_location)
signal state_changed(ai, old_state, new_state)
@export var night_manager: NightManager
func _ready():
night_manager.hour_changed.connect(_on_hour_changed)
func _on_hour_changed(hour: int):
if hour == 1:
ai_level += 2
if hour == 3:
ai_level += 5

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extends Resource
var desc: String = "Switch to a camera"
var usage: String = "cam <id>"
func main(args: Array, context: Node) -> void:
if args.size() == 0:
context._print("Usage: cam <camera_id_or_name>")
return
var input_value = args[0]
var cam_id: int = -1
var int_value = int(input_value)
if str(int_value) == input_value:
cam_id = int_value
else:
cam_id = Global.cameraHelper.getID(input_value)
if cam_id == -1:
context._print("Invalid camera ID or name: %s" % input_value)
return
var cam_name = Global.cameraHelper.getName(cam_id)
context._print("Camera set to %s" % cam_name.capitalize())
print(Global.cameraHelper.id_to_name)
print(Global.cameraHelper.name_to_id)

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uid://ooovsrvdoq2a

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extends Resource
var desc: String = "Show commands"
var usage: String = "help"
func main(args: Array, context: cCommandLine) -> void:
if context.commands.size() == 0:
context._print("No commands available.")
return
context._print("Available Commands:")
for name in context.commands.keys():
var cmd_script = context.commands[name]
var cmd_instance = cmd_script.new()
var cmdDescription = cmd_instance.desc
var cmdUsage = "Usage: " + cmd_instance.usage
context._print("%s: %s\n%s" % [name, cmdDescription, cmdUsage])

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uid://mbcxt6233xib

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extends Resource
var desc: String = "Repeat your input"
var usage: String = "say <text>"
func main(args: Array, context: Node) -> void:
context._print(args)

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uid://dx43e03pno5sw

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class_name cCommandLine
extends CanvasLayer
var commands_directory = DirAccess.open("res://Scripts/Gameplay/CommandLine/Commands/")
@export var output_text: TextEdit
@export var input_line: LineEdit
var commands: Dictionary = {}
func _ready():
load_commands()
input_line.text_submitted.connect(self._on_command_entered)
# To make a new command, write it in ./Commands with a main() function for entry.
# This function will automatically find and register all command files
func load_commands():
if not commands_directory:
push_error("Failed to open commands folder!")
return
commands_directory.list_dir_begin()
var file_name = commands_directory.get_next()
while file_name != "":
if file_name.ends_with(".gd"):
var command_name = file_name.get_basename().to_lower()
var script = load("res://Scripts/Gameplay/CommandLine/Commands/" + file_name)
commands[command_name] = script
file_name = commands_directory.get_next()
commands_directory.list_dir_end()
func _print(text: String) -> void:
var line = output_text.get_line_count() - 1
output_text.insert_text(text + "\n", line, 0)
func _on_command_entered(new_text: String) -> void:
input_line.clear()
_print("> " + new_text)
# Store command and ensure its not empty
var parts = new_text.strip_edges().split(" ")
if parts.size() == 0:
return
# Parse command and arguments
var cmd = parts[0].to_lower()
var args = parts.slice(1, parts.size())
if commands.has(cmd):
var cmd_script = commands[cmd].new() # Instantiate the script
if cmd_script.has_method("main"):
# Run script
cmd_script.main(args, self)
else:
_print("DEV ERROR !\nCommand '%s' has no main() function!" % cmd)
else:
_print("Unknown command: %s" % cmd)
input_line.text = "" # Clear input

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uid://dmp22gu6t0fw2

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Scripts/Helper/hCamera.gd Normal file
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class_name hCamera
var name_to_id: Dictionary = {}
var id_to_name: Dictionary = {}
# Explicit setup function
func setup(cameras_dict: Dictionary) -> void:
if cameras_dict == null:
push_error("Cameras dictionary is null!")
return
name_to_id = cameras_dict.duplicate()
id_to_name.clear()
for name in name_to_id.keys():
id_to_name[int(name_to_id[name])] = name # ensure keys are ints
func getID(cameraName: String) -> int:
return name_to_id.get(cameraName.to_upper(), -1)
func getName(cam_id: int) -> String:
return id_to_name.get(cam_id, "UNKNOWN")

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uid://boy5lbwt24ugk

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extends Room
extends cRoom
class_name HallWayL
func _ready():
render_map = {
"": preload("res://Renders/Camera/HallWayL/HallwayL0001.png"),
"Yoshida:0": preload("res://Renders/Camera/HallWayL/HallwayL0001.png"),
"Yoshida:1": preload("res://Renders/Camera/HallWayL/HallwayL0002.png"),
"Yoshida:2": preload("res://Renders/Camera/HallWayL/HallwayL0003.png"),
}
room_id = Global.LocationID.POWER_STATION
pass
func _process(_delta):
super._process(_delta)

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extends Room
extends cRoom
class_name PowerRoom
func _ready():
render_map = {
"default": preload("res://Renders/Camera/PowerStation/powerstation_1.png"),
"cConstructBrain:0": preload("res://Renders/Camera/PowerStation/powerstation_wide_1.png"),
"cConstructBrain:1": preload("res://Renders/Camera/PowerStation/powerstation_wide_2.png"),
"cConstructBrain:2": preload("res://Renders/Camera/PowerStation/powerstation_wide_3.png"),
"cConstructBrain:3": preload("res://Renders/Camera/PowerStation/powerstation_wide_4.png"),
"cConstructBrain:4": preload("res://Renders/Camera/PowerStation/powerstation_wide_5.png"),
"cConstructBrain:5": preload("res://Renders/Camera/PowerStation/powerstation_wide_6.png"),
}
room_id = Global.LocationID.POWER_STATION
pass
func _process(_delta):
super._process(_delta)

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class_name lsOffice extends Node
# Discrete places a monster can exist
@export var officeLayer: CanvasLayer
@export var cameraUnit: CanvasLayer
@export var cameraAnimation: AnimatedSprite2D
@export var cameraLayer: CanvasLayer
var camAnimPlaying: bool = false
func _ready() -> void:
cameraLayer.hide()
officeLayer.show()
cameraUnit.hide()
Global.currentPlayerState = Global.playerState.eState_Office
func _on_camerabutton_mouse_entered() -> void:
if(camAnimPlaying): return
match Global.currentPlayerState:
Global.playerState.eState_Menu:
pass
Global.playerState.eState_Office:
Global.currentPlayerState = Global.playerState.eState_Camera
_bringCameraUp()
pass
Global.playerState.eState_Camera:
Global.currentPlayerState = Global.playerState.eState_Office
_bringCameraDown()
pass
Global.playerState.eState_Dead:
pass
pass # Replace with function body.
func _on_camerabutton_mouse_exited() -> void:
if(camAnimPlaying): return
match Global.currentPlayerState:
Global.playerState.eState_Menu:
pass
Global.playerState.eState_Office:
pass
Global.playerState.eState_Camera:
pass
Global.playerState.eState_Dead:
pass
pass # Replace with function body.
func _bringCameraUp() -> int:
cameraUnit.show()
cameraAnimation.play("flipup")
camAnimPlaying = true
await cameraAnimation.animation_finished
camAnimPlaying = false
officeLayer.hide()
cameraLayer.show()
cameraUnit.hide()
return 0
func _bringCameraDown() -> int:
officeLayer.show()
cameraUnit.show()
cameraAnimation.play("flipup", -1)
cameraLayer.hide()
camAnimPlaying = true
await cameraAnimation.animation_finished
camAnimPlaying = false
cameraUnit.hide()
return 0
func _on_night_manager_night_completed() -> void:
pass # Replace with function body.

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uid://vunrx4ig88oq

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extends Node
var scene_office = "res://Levels/officeA.tscn"
var scene_office = "res://Levels/test.tscn"
func _ready() -> void:
pass

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# CameraSystem.gd
extends Node
class_name CameraManager
@export var display: TextureRect
var current_room: Room
@export var rooms: Array[Room] = []
func select_room(room_id: Global.LocationID):
for room in rooms:
print(room, room.room_id)
print("Comparing room id: ", room.room_id, " With: ", room_id)
if room.room_id == room_id:
current_room = room
break
func force_room(index: int):
if index >= 0 and index < rooms.size():
current_room = rooms[index]
else:
print("force_room: invalid index ", index)
func _process(_delta):
if current_room == null:
current_room = rooms[0]
if current_room:
current_room._process(_delta)
display.texture = current_room.getTexture()
func _on_cam_pressed(id:int) -> void:
print("Camera Change with: ", id)
force_room(id)
return
var eRoom: Global.LocationID
match id:
0: eRoom = Global.LocationID.POWER_STATION
1: eRoom = Global.LocationID.DINING_AREA
2: eRoom = Global.LocationID.WEST_HALL
3: eRoom = Global.LocationID.EAST_HALL
4: eRoom = Global.LocationID.SUPPLY_CLOSET
5: eRoom = Global.LocationID.BACKSTAGE
6: eRoom = Global.LocationID.LIVING_AREA
7: eRoom = Global.LocationID.OFFICE_LEFT_DOOR
8: eRoom = Global.LocationID.OFFICE_RIGHT_DOOR
9: eRoom = Global.LocationID.OFFICE
select_room(eRoom)

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uid://cxj3fa512gs6r

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class_name NightManager
class_name cNight
extends Node
signal hour_changed(new_hour)
signal night_completed
@export var seconds_per_hour := 10.0 # FNAF-ish
@export var seconds_per_hour := 10.0
@export var start_hour := 12
@export var end_hour := 6

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extends Node
class_name Room
class_name cRoom
extends Resource
#@export var visual: TextureRect
var id: int
var name: String
var connections: Array = []
var enemies: Array = []
# One entry per valid combination
# Key = sorted list of enemy IDs + their pose index
#@export var render_map: Dictionary
func add_enemy(enemy):
if enemy not in enemies:
enemies.append(enemy)
@export var enemies: Array[cCharacter] # all AI that *could* appear here
@export var room_id: Global.LocationID
var last_key := ""
var texture: Texture2D
var render_map: Dictionary
#func _process(_delta):
#var key := _build_render_key()
#if key == last_key:
#return
#
#last_key = key
#
#
#if render_map.has(key):
#visual.texture = render_map[key]
#else:
#visual.texture = null # or fallback
func _process(_delta):
var key := _build_render_key()
if key == null: texture = render_map[""]
func remove_enemy(enemy):
enemies.erase(enemy)
if key == last_key:
return
#
last_key = key
#
if render_map.has(key):
texture = render_map[key]
else:
texture = render_map["default"]
func getTexture() -> Texture2D:
return texture
func _build_render_key() -> String:
var entries := []
for enemy in enemies:
var presence : int = enemy.get_room_presence(room_id)
if presence >= 0:
entries.append("%s:%d" % [enemy.name, presence])
entries.sort()
return "|".join(entries)
func _process(_delta):
pass

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Scripts/cGame.gd Normal file
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class_name cGame
var night: cNight
var rooms: Dictionary = {}
var enemies: Dictionary = {}
var locations: Dictionary = {}
var nightStarted = false
var nightCompleted = false
func build_rooms():
for id_str in locations.keys():
var data = locations[id_str]
var room = cRoom.new()
room.id = int(id_str)
room.name = data.name
room.connections = data.connections
rooms[room.id] = room
func make_enemies():
var eConstruct = npcConstruct.new()
var eFlesher = npcFlesher.new()
var eAkers = npcAkers.new()
var eYoshida = npcYoshida.new()
enemies = {
"construct": eConstruct,
"flesher": eFlesher,
"akers": eAkers,
"yoshida": eYoshida
}
func _setup() -> Array:
print("Setting up Game")
night = cNight.new()
locations = Global.locations
build_rooms()
make_enemies()
print([rooms, enemies])
return [rooms, enemies]

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Scripts/cGame.gd.uid Normal file
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uid://cs03e4evkbyy4

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Scripts/cPlayer.gd Normal file
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class_name cPlayer
var state: playerState = playerState.eState_Menu
enum playerState {
eState_Menu,
eState_Office,
eState_Camera,
eState_Dead
}
func _ready():
pass

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Scripts/cPlayer.gd.uid Normal file
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uid://cw6j5qyjwk6cq