Small Godot Wild Jam game
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Scenes/gameplay/gameplay.gd
··· 76 76 ui_layer.add_child(new_dialogue_container) 77 77 78 78 # Use the house_name variable to send the icon of the doctor or preist to the event point that has that house name as its parent 79 + print_debug(house_name) 79 80 Global.target_location = target_location 80 81 Global.target_house_type = house_type 81 82 ··· 85 86 return possible_event_nodes.get_child(random_index) 86 87 87 88 func _on_random_event_timer_timeout() -> void: 88 - random_event_timer.wait_time = float(randi_range(EVENT_WAIT_TIME, EVENT_WAIT_TIME * 2)) 89 + random_event_timer.wait_time = float(randf_range(EVENT_WAIT_TIME, EVENT_WAIT_TIME * 2)) 89 90 90 91 #print("Event!!!!!! next event: " + str(random_event_timer.wait_time)) 91 92 # House selected for random event
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Scenes/house_base/house_base.tscn
··· 25 25 event_signal_ping.visible = true 26 26 has_event = true 27 27 28 - func _on_event_signal_ping_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void: 28 + func _on_event_signal_ping_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void: 29 29 if event.is_action_pressed(\"interact\"): 30 30 if Global.can_spawn_unit() and !Global.is_currently_in_decision: 31 31 Global.is_currently_in_decision = true
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Scripts/nav_point.gd
··· 33 33 else: 34 34 if debug_sprite: 35 35 debug_sprite.queue_free() 36 - 37 - func _process(delta: float) -> void: 38 - if Engine.is_editor_hint(): 39 - queue_redraw() 40 - 41 - #func _draw() -> void: 42 - #if Engine.is_editor_hint(): 43 - #var is_selected: bool = (self in EditorInterface.get_selection().get_selected_nodes()) 44 - #if !connections.is_empty() and is_selected: 45 - #var lines: PackedVector2Array 46 - #var mini_lines: PackedVector2Array 47 - #for point in connections: 48 - #if point: 49 - #lines.append(to_local(global_position)) 50 - #mini_lines.append(to_local(global_position)) 51 - #lines.append(to_local(point.global_position)) 52 - #mini_lines.append(global_position.direction_to(point.global_position).normalized()) 53 - # 54 - #if connections.front(): 55 - #draw_multiline(lines, Color.AQUA, 16) 56 - #draw_multiline(mini_lines, Color.RED, 32)