Partially fix the active controller
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@ -11,7 +11,8 @@ func _process(_delta):
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func the_pausing():
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# iterate through the children, allowing only the current active node to run
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for i in len(get_children()):
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get_child(i).pause_mode = 0 if i == current_active else 1
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if get_child(i).has_signal("scene_finished"): # only change if active var should exist
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get_child(i).active = true if i == current_active else false
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func the_connecting():
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@ -23,7 +24,7 @@ func the_connecting():
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if (get_child(i).has_signal("scene_finished") and
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get_child(i).get_signal_connection_list("scene_finished") == []):
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get_child(i).connect("scene_finished", self, child_finished())
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get_child(i).connect("scene_finished", self, "child_finished")
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# connect the failed signal if it exists and
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@ -31,7 +32,7 @@ func the_connecting():
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if (get_child(i).has_signal("scene_failed") and
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get_child(i).get_signal_connection_list("scene_failed") == []):
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get_child(i).connect("scene_failed", self, child_failed())
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get_child(i).connect("scene_failed", self, "child_failed")
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func child_finished():
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@ -3,6 +3,7 @@ extends Node2D
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signal scene_finished
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signal scene_failed
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var active : bool = false
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var character = null setget new_character
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var movement_queue = []
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@ -78,5 +79,8 @@ func character_movement():
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func _physics_process(_delta):
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if not active:
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return
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character_movement()
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character_movement_input()
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@ -1,5 +1,10 @@
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extends Control
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signal scene_finished
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signal scene_failed
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var active : bool = false
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const card_view_scene = preload("res://UI/CardView.tscn")
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var character : Character = Character.new() setget update_cards_shown
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@ -1,6 +1,10 @@
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extends Control
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signal dice_selected (dice_value)
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signal scene_finished
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signal scene_failed
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var active : bool = false
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const dice = preload("res://UI/Dice.tscn")
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