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- extends Node3D
- var rotate = false
- var rotate_gun = false
- func _ready():
- if GameManager.get_user_value("settings", "shaders_compiled") == true: GameManager.goto_scene("res://Scenes/Room.tscn", true)
- await get_tree().create_timer(1).timeout
-
- $CanvasLayer/title.show()
- %shader.show()
- if get_tree().root.has_node("Main Menu"): queue_free()
- %shader.text = "shader: datamosh.glsl"
- if not GameManager.low_detail: %Camera3D.compositor.compositor_effects.get(0).enabled = true
- await get_tree().create_timer(1).timeout
- %shader.text = "shader: datamosh.glsl 50%"
- rotate = true
- await get_tree().create_timer(1).timeout
- rotate = false
- %Camera3D.rotation_degrees = Vector3.ZERO
- %shader.text = "shader: datamosh.glsl 100%"
- %Camera3D.compositor.compositor_effects.get(0).enabled = false
- await get_tree().create_timer(0.5).timeout
- %shader.text = "shader: weapon_shader.tres"
- %gun.show()
- await get_tree().create_timer(1).timeout
- %shader.text = "shader: weapon_shader.tres 50%"
- rotate_gun = true
- await get_tree().create_timer(1).timeout
- %shader.text = "shader: weapon_shader.tres 100%"
- await get_tree().create_timer(0.2).timeout
- %shader.text = "done"
- await get_tree().create_timer(0.2).timeout
- GameManager.set_user_value("settings", "shaders_compiled", true)
- GameManager.goto_scene("res://Scenes/Room.tscn", true)
- func _input(event: InputEvent) -> void:
- if event.is_action_pressed("jump"):
- $CanvasLayer.visible = not $CanvasLayer.visible
- func _physics_process(_delta):
-
- if rotate_gun:
- %gun.rotate_x(%gun.rotation_degrees.x + 5)
-
- if rotate:
- %Camera3D.rotate_x(%Camera3D.rotation_degrees.x + 5)
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