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extends Node2D
signal win
const IN_GAME_WAIT_TIME = 10
var pulling: Sprite2D
var mash: Label
var you: Sprite2D
var sad: Sprite2D
var happy: Sprite2D
var mouse: Sprite2D
var shake: ShakePivot
var shake2: ShakePivot
var shake3: ShakePivot
var start_game_timer: Timer
var in_game_timer: Timer
# This used to mean "success/failure" but now means "you succ, failure"
var succfail_timer: Timer
var success_timer: Timer
var in_minigame = false
var num_clicks = 0
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pulling = $ShakePivot/pulling
you = $"you!"
mash = $ShakePivot2/MASH
mouse = $ShakePivot3/Mouse
shake = $ShakePivot
shake2 = $ShakePivot2
shake3 = $ShakePivot3
sad = $SAD
happy = $Happy
start_game_timer = $StartGame
in_game_timer = $InGame
succfail_timer = $SuccessFail
success_timer = $Success
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_texture_button_button_up() -> void:
shake.shake()
shake2.shake()
shake3.shake()
if in_minigame:
num_clicks -= 1
# YOU WIN
if num_clicks == 0:
in_minigame = false
# hide non-happy cats
pulling.visible = false
mash.visible = false
mouse.visible = false
sad.visible = false
you.visible = false
# show happy cat
happy.visible = true
in_game_timer.stop()
in_game_timer.wait_time = IN_GAME_WAIT_TIME
success_timer.start()
func _on_start_game_timeout() -> void:
if randf() < 0.1:
start_game_timer.stop()
in_game_timer.start()
in_minigame = true
# hide passive cats
you.visible = false
sad.visible = false
happy.visible = false
# show active cat
pulling.visible = true
mash.visible = true
mouse.visible = true
num_clicks = randi_range(5,21)
#num_clicks = 21
# YOU LOSE
func _on_in_game_timeout() -> void:
in_minigame = false
# hide non-sad cats
you.visible = false
happy.visible = false
pulling.visible = false
mash.visible = false
mouse.visible = false
# show sad cat
sad.visible = true
in_game_timer.stop()
succfail_timer.start()
func _on_success_fail_timeout() -> void:
sad.visible = false
happy.visible = false
you.visible = true
succfail_timer.stop()
start_game_timer.start()
func _on_success_timeout() -> void:
win.emit()
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