first version of EU AI Act game
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extends Node3D
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class_name QuizModule
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@export var question: String
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@export var correct: int
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@export var answer_0: String
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@export var answer_1: String
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@export var answer_2: String
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@export var answer_3: String
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var quiz_light = $quiz_light
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@onready var answer_pad_0: Area3D = $answers/answer_pad_0/Area3D
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@onready var answer_pad_1: Area3D = $answers/answer_pad_1/Area3D
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@onready var answer_pad_2: Area3D = $answers/answer_pad_2/Area3D
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@onready var answer_pad_3: Area3D = $answers/answer_pad_3/Area3D
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@onready var answer_plates = [$answers/answer_pad_0/Cube,
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$answers/answer_pad_1/Cube,
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$answers/answer_pad_2/Cube,
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$answers/answer_pad_3/Cube]
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@onready var answer_0_label: Label3D = $answers/answer_pad_0/answer_0_label
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@onready var answer_1_label: Label3D = $answers/answer_pad_1/answer_1_label
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@onready var answer_2_label: Label3D = $answers/answer_pad_2/answer_2_label
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@onready var answer_3_label: Label3D = $answers/answer_pad_3/answer_3_label
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@onready var question_label: Label = $CanvasLayer/PanelContainer/question_label
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@onready var question_panel: CanvasLayer = $CanvasLayer
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var answered_correctly := false
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signal question_answered
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func _ready() -> void:
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# Connect signals
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answer_pad_0.body_entered.connect(_on_answer_entered.bind(0))
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answer_pad_1.body_entered.connect(_on_answer_entered.bind(1))
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answer_pad_2.body_entered.connect(_on_answer_entered.bind(2))
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answer_pad_3.body_entered.connect(_on_answer_entered.bind(3))
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# IMPORTANT: cuplicate material, so that it is not shared with other instances
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var unique_mat = quiz_light.mesh.surface_get_material(0).duplicate()
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quiz_light.set_surface_override_material(0, unique_mat)
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for answer_plate in answer_plates:
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var unique_answer_mat = answer_plate.mesh.surface_get_material(0).duplicate()
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answer_plate.set_surface_override_material(0,unique_answer_mat)
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func set_question() -> void:
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# Set texts
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var full_question_text = question + "\na) "+answer_0+ "\nb) "+answer_1+ "\nc) "+answer_2+ "\nd) "+answer_3 + "\n"
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question_label.text = full_question_text
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question_panel.visible = true
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func _on_answer_entered(body: Node3D, answer_index: int) -> void:
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if not body.is_in_group("player"):
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return # Only player should trigger
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# If already answered correctly, do nothing
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if answered_correctly:
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return
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# Check and set only THIS instance of the lamp
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if answer_index == correct:
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_set_light_color(Color.GREEN)
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_set_plate_color(answer_index, Color.GREEN)
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question_label.visible = false
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animation_player.play("open_door")
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answered_correctly = true
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question_answered.emit()
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$"../Player".reset_speed()
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else:
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$"../Player".slow_down()
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_set_light_color(Color.RED)
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_set_plate_color(answer_index, Color.RED)
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await get_tree().create_timer(1.0).timeout
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_set_plate_color(answer_index, Color.BLACK)
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func _set_light_color(color: Color) -> void:
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# Set only the material of this instance
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quiz_light.get_surface_override_material(0).albedo_color = color
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quiz_light.get_surface_override_material(0).emission = color
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# Increase emission for visibility for colors which are not white for a short time
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quiz_light.get_surface_override_material(0).emission_energy = 1.5 if color != Color.WHITE else 0.5
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func _set_plate_color(answer_index: int, color: Color) -> void:
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# Set only the material of this instance
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var answer_plate = answer_plates[answer_index]
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answer_plate.get_surface_override_material(0).albedo_color = color
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answer_plate.get_surface_override_material(0).emission = color
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# Increase emission for visibility for colors which are not white for a short time
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answer_plate.get_surface_override_material(0).emission_energy = 1.5 if color != Color.BLACK else 0.5
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