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gmtk-2024/scripts/boss_stage.gd

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GDScript3
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extends Node2D
@export var next_stage: String
@onready var right_border = $Borders/Right/CollisionShape2D
@onready var right_trigger = $Borders/Right/Trigger
@onready var intro_music = $BossIntroMusic
@onready var music_loop = $BossMusicLoop
@onready var go_arrow = $GoArrow
@onready var blink_timer = $BlinkTimer
@onready var hive_mind = $TheHiveMind
var go_arrow_blink_on = false
var completed = false
var intro_played = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
go_arrow.hide()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
# ----- Background Music (BG Media) ------
if !intro_played:
intro_played = true
intro_music.play()
if intro_played and !intro_music.playing and !completed:
if !music_loop.playing:
music_loop.play()
else:
music_loop.stop()
# ----------------------------------------
# ------ goeth the arrow bruv ------
if !completed:
completed = hive_mind.is_complete()
else:
toggle_go_arrow()
right_border.shape = null
right_trigger.body_entered.connect(_on_trigger)
# -------------- waow --------------
func toggle_go_arrow() -> void:
if blink_timer.is_stopped():
blink_timer.start()
if go_arrow_blink_on:
go_arrow.hide()
go_arrow_blink_on = false
else:
go_arrow.show()
go_arrow_blink_on = true
func _on_trigger(body: Node) -> void:
if body is Player:
get_tree().change_scene_to_file(next_stage)