Post Game jam commit
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30
scripts/mask_bar.gd
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30
scripts/mask_bar.gd
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extends TextureProgressBar
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@export var threshold: float = 0.5
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@export var shake_intensity: float = 5.0
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var original_x: float
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func _ready() -> void:
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EventBus.mask_time_changed.connect(_on_time_changed)
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original_x = position.x
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func _process(_delta: float) -> void:
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if value / max_value <= threshold:
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apply_effects()
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else:
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position.x = original_x
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modulate = Color.WHITE
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func _on_time_changed(new: float) -> void:
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value = new
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func apply_effects() -> void:
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var danger_factor = 1.0 - (value / (max_value * threshold))
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danger_factor = clamp(danger_factor, 0.0, 1.0)
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var flash = (sin(Time.get_ticks_msec() * 0.02) + 1.0) / 2.0
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modulate = Color.WHITE * (1 + flash * danger_factor)
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var shake = sin(Time.get_ticks_msec() * 0.05) * shake_intensity * danger_factor
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position.x = original_x + shake
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