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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@@ -1,47 +0,0 @@
# 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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@@ -1 +0,0 @@
uid://cxj3fa512gs6r

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@@ -1,10 +1,10 @@
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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@@ -1,55 +1,17 @@
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