extends Node enum playerState { eState_Menu, eState_Office, eState_Camera, eState_Dead } enum LocationID { POWER_STATION=0, DINING_AREA=1, WEST_HALL=2, EAST_HALL=3, SUPPLY_CLOSET=4, BACKSTAGE=5, LIVING_AREA=6, OFFICE_LEFT_DOOR=7, OFFICE_RIGHT_DOOR=8, OFFICE=9 } var LocationGraph := { LocationID.POWER_STATION: [LocationID.DINING_AREA], LocationID.WEST_HALL: [LocationID.OFFICE_LEFT_DOOR], LocationID.EAST_HALL: [LocationID.OFFICE_RIGHT_DOOR], LocationID.OFFICE_LEFT_DOOR: [], LocationID.OFFICE_RIGHT_DOOR: [] } var gameNight = 0 var stars = 0 var nightStarted: bool = false var nightCompleted: bool = false var currentPlayerState: playerState = playerState.eState_Menu func _ready() -> void: nightStarted = true func _input(event: InputEvent) -> void: if event is InputEventKey: if event.pressed: if event.keycode == KEY_ESCAPE: get_tree().quit() if event.keycode == KEY_F11: if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_size(Vector2i(1152, 648)) DisplayServer.window_set_position(Vector2i(int((DisplayServer.screen_get_size().x/2.0)-(DisplayServer.window_get_size().x/2.0)),int((DisplayServer.screen_get_size().y/2.0)-(DisplayServer.window_get_size().y/2.0)))) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN)