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- extends StaticBody2D
- var shape
- var awake
- var done = false
- var temp_texture: Texture2D
- @export var reverse = false # Reverse = sleep before panic, wake afterwards
- @onready var collision_shape = $CollisionShape2D
- @onready var texture_rect = $BlockTexture
- @onready var texture = $BlockTexture.texture
- const ESCAPE_BLOCK_AWAKE = preload("res://texture/escape_block_awake.tres")
- const ESCAPE_BLOCK_SLEEP = preload("res://texture/escape_block_sleep.tres")
- func wake():
- texture_rect.texture = ESCAPE_BLOCK_AWAKE
- modulate.a = 1
- set_collision_layer_value(1, true)
- set_collision_layer_value(2, true)
- set_collision_layer_value(3, true)
- set_collision_layer_value(4, true)
- #print("hi hi")
- func sleep():
- texture_rect.texture = ESCAPE_BLOCK_SLEEP
- modulate.a = 0.5
- set_collision_layer_value(1, false)
- set_collision_layer_value(2, false)
- set_collision_layer_value(3, false)
- set_collision_layer_value(4, false)
- #print("bye bye")
- func flip():
- if GameManager.panic:
- if reverse:
- wake()
- else:
- sleep()
- else:
- if reverse:
- sleep()
- else:
- wake()
- # Called when the node enters the scene tree for the first time.
- func _ready():
- texture_rect.visible = true
- texture_rect.size.x = collision_shape.shape.size.x
- texture_rect.size.y = collision_shape.shape.size.y
- func _process(delta):
- texture_rect.visible = true
- texture_rect.size.x = collision_shape.shape.size.x
- texture_rect.size.y = collision_shape.shape.size.y
- if GameManager.panic:
- if reverse:
- wake()
- else:
- sleep()
- else:
- if reverse:
- sleep()
- else:
- wake()
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