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GDScript3
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2025-03-21 17:24:21 -04:00
extends Node
var cooldown:int = 0
func _determine_seconds_left() -> float:
var difficulty_calc:float = 20/float(GLOBALVARS.difficulty)
return difficulty_calc if difficulty_calc >= 3.0 else 3.0
func _unhandled_key_input(event: InputEvent) -> void:
if event.is_action_pressed("enter"):
if GLOBALVARS.selected_player == 0:
pass # SUBMIT ANSWER
func _physics_process(_delta: float) -> void:
if not GLOBALVARS.rotation_paused:
GLOBALVARS.seconds_left -= 0.01666666667
if GLOBALVARS.seconds_left <= 0:
%RULE_ENFORCEMENT.explode()
cooldown = 60
GLOBALVARS.seconds_left = _determine_seconds_left()
GLOBALVARS.rotation_paused = true
if GLOBALVARS.selected_player in GLOBALVARS.players_remaining:
GLOBALVARS.players_remaining.erase(GLOBALVARS.selected_player)
get_node("players/player_%s" % GLOBALVARS.selected_player).queue_free()
if cooldown <= 0 and GLOBALVARS.rotation_paused:
if len(GLOBALVARS.players_remaining) > 1 and 0 in GLOBALVARS.players_remaining:
while GLOBALVARS.selected_player not in GLOBALVARS.players_remaining:
GLOBALVARS.selected_player = (GLOBALVARS.selected_player+1)%4
elif 0 in GLOBALVARS.players_remaining:
pass # WIN CONDITION
else:
pass # LOSE CONDITION
GLOBALVARS.rotation_paused = false
%RULE_ENFORCEMENT.reset_rule_enforcement_device()
elif GLOBALVARS.rotation_paused:
cooldown -= 1