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game.gd
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game.gd
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extends Node
var background_color: Color:
set(new_color):
RenderingServer.set_default_clear_color(new_color)
get:
return RenderingServer.get_default_clear_color()
var previous_window_mode := DisplayServer.window_get_mode()
func _ready() -> void:
randomize()
var music := preload("res://object/music.tscn").instantiate()
self.add_child(music)
func dampf(from: float, to: float, smoothing: float, delta: float) -> float:
return lerp(from, to, 1.0 - pow(smoothing, delta))
func damp(from: Vector2, to: Vector2, smoothing: float, delta: float) -> Vector2:
return lerp(from, to, 1.0 - pow(smoothing, delta))
func get_frame_id() -> int:
return Engine.get_physics_frames()
func get_fixed_fps() -> int:
return Engine.get_frames_per_second()
func is_window_mode_fullscreen(mode: DisplayServer.WindowMode) -> bool:
return mode == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN or mode == DisplayServer.WINDOW_MODE_FULLSCREEN
func _input(event: InputEvent) -> void:
if event.is_action_pressed("reset"):
reset_scene()
return
if event.is_action_pressed("quit"):
get_tree().quit()
return
# Toggle fullscreen mode
if event.is_action_pressed("fullscreen"):
var current_window_mode := DisplayServer.window_get_mode()
if is_window_mode_fullscreen(current_window_mode) == is_window_mode_fullscreen(previous_window_mode):
if is_window_mode_fullscreen(current_window_mode):
previous_window_mode = DisplayServer.WINDOW_MODE_WINDOWED
else:
previous_window_mode = DisplayServer.WINDOW_MODE_FULLSCREEN
DisplayServer.window_set_mode(previous_window_mode)
previous_window_mode = current_window_mode
return
func reset_scene() -> void:
if get_tree().reload_current_scene() != OK:
assert(false, 'failed to reset current scene')
func play_sound(sound: AudioStreamPlayer, octave_range: float) -> void:
var clone: AudioStreamPlayer = sound.duplicate()
clone.get_parent().remove_child(clone)
get_tree().root.add_child(clone)
clone.finished.connect(queue_free.bind(clone))
clone.pitch_scale = pow(2, randf_range(-octave_range, octave_range))
clone.play()
func get_penguin() -> Penguin:
return get_tree().get_nodes_in_group("penguin")[0]
func get_water_y() -> float:
return 2160 * 0.8
func get_scale() -> float:
var screen_size = get_tree().get_root().size
var set_width = ProjectSettings.get("display/window/size/width")
var set_height = ProjectSettings.get("display/window/size/height")
var scale = screen_size / Vector2(set_width, set_height)
return min(scale.x, scale.y)