diff --git a/Characters/Player/Player.gd b/Characters/Player/Player.gd index eb68123..d724c51 100644 --- a/Characters/Player/Player.gd +++ b/Characters/Player/Player.gd @@ -38,9 +38,10 @@ var _inventory: Control # public properties #var IsSuspicios # not needed > Meldewesen handles themselves -var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action -var IsOutside = true # active while player is not in factory -var IsInFactory = false # only active in factory scene +export(bool) var IsHunted # player is beeing flagged if one Meldewesen sees an illegal action +export(bool) var IsOutside = true # active while player is not in factory +export(bool) var IsInFactory = false # only active in factory scene +export(bool) var IsInLabyrinth = false func is_in_illegalzone (): return _illegal_areas > 0 @@ -78,6 +79,11 @@ func _ready(): _inventory = get_node("HUD") + # Set special fast time when in labyrinth + if IsInLabyrinth: + Daytime.increase_per_second = 100 + Pills._decrease_per_second = 0.8 + # setup collisions with Meldewesen var area = get_node("InteractArea") as Area assert(null != area) @@ -240,17 +246,21 @@ func _on_respawn (): Logger.info("respawning") # fade to black and restart scene _inventory.hide() # disable hud for the time of respawn animation - _animationFadeOut.play("FadeOut") - yield(_animationFadeOut, "animation_finished") - _animationFadeOut.seek(0, true) + + if not IsInLabyrinth: + _animationFadeOut.play("FadeOut") + yield(_animationFadeOut, "animation_finished") + _animationFadeOut.seek(0, true) # reset values - Pills._set_level(Pills.get_max()) Daytime._set_time(0) Logger.info("save areas: " + String(_save_areas)) - if _save_areas < 1: + + if _save_areas < 1 and not IsInLabyrinth: Logger.info("reload scene") + + Pills._set_level(Pills.get_max()) get_tree().reload_current_scene() _inventory.show() # enable hud again